I had a Level 40 version of the same running around in my little brain. Level 30, though, you're making it possibel to kill it.
That's okay. I have another something that'll almost do as well.
-Sarena
ooh, I forgot its vunlerability ...
edit: oh, btw sure its killeble, but not by lvl 1 bards ...
What about a lvl 1 bard hiding behind 50 dead bards stacked in a pile?
ooh, I forgot its vunlerability ...edit: oh, btw sure its killeble, but not by lvl 1 bards ...What about a lvl 1 bard hiding behind 50 dead bards stacked in a pile?
I added a skill challenge for the Holy handgrenade Skill Challenge: throwing the handgranade (2 successes required before 3 failures)
Intelligence check DC 2 (1 success; maximum 1 succes): "First shalt thou take out the Holy Pin, then shalt thou count to three, no more, no less. Three shall be the number thou shalt count, and the number of the counting shall be three. Four shalt thou not count, neither count thou two, excepting that thou then proceedest on to three. Five is right out."
Athletics check DC 42 (1 success; requires successfull intelligence check; requires holy handgrenade; failure makes the skill challenge fail) "Once the number three, being the third number, be reached, then lobbest thou thy Holy Hand Grenade of Antioch towards thy foe, who being naughty in my sight, shall snuff it."
Succes: target gets hit by the holy handgrenade. this deals 1d4 + strength damage
Failure: the handgrenade misses or worse, explodes in your hand. either way each member of the party loses a healing surge.
I added a skill challenge for the Holy handgrenadeSkill Challenge: throwing the handgranade (2 successes required before 3 failures) Intelligence check DC 2 (1 success; maximum 1 succes): "First shalt thou take out the Holy Pin, then shalt
But you're leaving out the most important part! "Oh lord, please bless this thy holy hand grenade, with which we may blow thine enemies into tiny bits, in thy mercy."
And wouldn't it be a Religion check to know all that mumbo-jumbo? Oh, and its pull the pin and throw the grenade, not pull the grenade and throw the pin.
But you're leaving out the most important part! "Oh lord, please bless this thy holy hand grenade, with which we may blow thine enemies into tiny bits, in thy mercy."And wouldn't it be a Religion check to know all that mumbo-jumbo? Oh, and its pull t
Perhaps the most curious thing you've seen on your long travels, a large group of Salamander congregate around a high stone table, atop which a prattling heap of ash and smoke dances about wildly. Shrill voice breaking the air and flapping arms sending blooms of ash all around, you're looking at Ashtongue - the tiny titan; more commonly known as Smoker.
Smoker somewhat resembles a tiny, ash grey imp, angular features and thin spindly arms tipped in long taloned fingers, but to dismiss him as such is a fatal mistake. This formidable foe has thrived in the harsh wilds of this chaotic plane, amassed wealth to challenge even the mightest titan kings, and routinely deals with the seedy and conniving world of the Efreeti. While defensive about his stature (Smoker rapidly angers if he perceives he is not being taken completely seriously) he walks with the confidence of a very successful hunter in the wildest of planes.
The area around Smoker is very hot and it smells of brimstone, probably from the brimstone elementals he is able to summon or create at will. Smoker is constantly puffing off a cloud of ash and smoke, which rises up to hang in the air about his shoulders for but a moment before crashing down to the ground around him - completely concealing his core body. His hair and chin beard wave about, appearing to be no more than thick tendrils of smoke that wisp off into the air at their tips. The area around him is constantly dancing with the smoke and dust from his body dancing about in the heated air around him, standing near to him is as standing near to a raging bonfire and the air writhes in currents that make it seem as if the smoke is absently gesturing to Smokers moods. When he is mad or excited the ash that puffs up from his body billows around him, glowing red from within and arcing with the crack of static discharging amidst the cloud, highlighting his emotions.
He surrounds himself with loyal Salamanders sworn into his service, a dozen bodyguards and often a vizier or two that update him on their endeavors. While Smoker is a savvy merchent and runs a large operation, he does not handle the operations of his artifact collection, slave taking or the network of spies and merchants personally. A very hands off leader, he assigns someone to manage these things and has them regularly report on their success. He challanges them to ever greater preformance from these viziers and regularly disposes of the ones who have not met his lofty goals, assigning an underling to oversee the newly vacant position.
Smokers proper body is completely hidden from view by the ash and smoke that constantly eminates from his burning heart. If one could see behind the veil, they would see a stubby legged and fat looking impish creature with a belly lit up with the red burning embers inside. This hot belly blasts out ash and smoke from the rocklike skin surrounding it, Smokers body is actually the source of the ash cloud and smoke trails that follow him and give him his name. His body is replenished as fast as it is consumed, no matter how furious he might get and how incredible the ash and smoke billowing up from his tiny form underneath it all, the same creature remains. His brothers, the full sized titens appear as muscled creatures petrified under inches of solid ash, as they move their skin cracks and crumbles consantly - creating clouds of dust about their feet - the fury within burns through their open mouths and nostrils, beards of smoke curl down from their stern visage. Truely these are terrifying creatures, and why Smoker is so different in both stature and depiction from these hulks is a mystery to all - a mystery he himself has yerned to know for many years.
Adventure Ideas:
Smoker is a collector, he could very well have an artifact, ritual or item that the players require. More interestingly, he may instead own a slave that has information the PCs require - they could be forced to purchase or liberate that slave and meet his demands before they get what they need. Smoker is not a fool, however, and could easily deduce that the slave is of far greater value that he anticipated if the PCs are not careful in their dealings for him.
The Salamanders are slave takers, they run a vast operation that simply cannot be supplied from sources in the Elemental Chaos alone. They often make their way through rifts that Smoker seems able to accurately predict that open to the surface worlds in the Feywild, Shadowfall or Primal planes. There they lead excursions, pillaging nearby communities and bringing their prisoners back to the Chaos before those rifts close up again. Should the PCs hear reports of sudden volcanic activity followed by Salamander sightings and attacks on villages, they may be in a position to follow these groups back through the rifts in an attempt to recover the captured prisoners.
There is rare occasion for Smoker to reach out to the PCs himself and request an audience. It may be that he holds an item that he knows the players seek, which he promises in return for the goods a daring thief has liberated from one of his hidden caches.
Smoker (Ashtongue, The Tiny Titan)
17 Elite Artillery
Tiny Elemental Humanoid (fire, earth)
3,200xp
Initiative +15
Senses: Perception +13; Tremorsense
Heart of Fire Aura 1; enemies starting their turn in this aura take 10 fire damage.
HP 264; Bloodied 132
AC 32; Fortitude 26, Reflex 32, Will 28
Saving Throws +2
Resist: 20 Fire
Speed 8, Burrow 8
Action Points 1
Flaming claws (standard; at-will)Fire
Sharp talons on his hands start digging into you, hot ash crusts in the wounds and continues burning. Reach 0; +23 vs AC; 2d8 + 7 and 10 ongoing fire damage.
Ember Fragment (standard; at-will)Fire
A fragment flies out with a crack and soars straight into the target. Range 15; Range 15; +21 vs Reflex; 3d8 + 7 and target weakened (save ends).
Pyroclast Surge (standard; encounter) Fire
An ashen cloud rises up from Smokers body, pluming above him but hanging in the air. It suddenly rushes down, blasting out in all directions and washing over his foes. Close Burst 1; +21 vs Fortitude; 4d10 + 7 and target dazed. Smoker may teleport up to four squares as part of this attack. First failed save: Target stunned (save ends both). Second Failed Save: Target petrified.
Call to Arms (minor; recharge )Summoning
A billowing column of smoke bursts from Smoker which takes life and assaults his enemies. Close Burst 1; Smoker summons one Minor Brimstone Elemental into any square in the burst. The creature may be summoned into the air above Smoker, and as it is insubstantial its space may overlap with Smokers own.
Eruption (standard; at-will)
Smoker burrows down into the ground and bursts up some squares away in a shower of earth. Close Burst 1; +23 vs AC; Smoker must burrow at least 3 squares as part of this attack and cannot move further than his burrow speed. This attack places him at the surface; 1d10 + 7 and targets knocked prone.
Dying Flames (free; when first bloodied; encounter)
Smoker regains use of his Pyroclast Surge power and summons two Salamander Bodyguards into adjacent squares.
Arcana 25: Ash Titans are the physical expression of natural forces that birth them, the rock stars of titankind they live fast and often burn out not long after their tumultuous birthing. Unlike most other titans that carve out fiefdoms in the chaos and rule over giants and other subjects, Ash Titans roam the lands and terrorize all they come across. They press weaker races into service and lead war like bands that sweep through the planes seeking to lay flat everything they find.
Arcana 30: An Ash Titan is among the largest and least intelligent of titans. They are birthed in eruptions of fire and ash as full grown terrors and they immediately begin their swatch of destruction. They fight with their bare fists and unbridled rage, trampling their opponents into ash beneath their feet. They seek only destruction in their rampage, but will allow those few barbaric races who bow in homage and take up arms in the name of wanton destruction to join them as an armed force. Few Ash Titans happen to gather a sizable force before they are inevitably put down, but those that do are the few that make it into the pages of history.
Streetwise 20: Smoker is most atypical to his barbaric kin. Something else fuels his desires, a wisdom that tempers his fury and shapes it into a far reaching cause. Thou few have ever met him, most only ever dealing with his detestable Salamander host, rumor has it that this titan is not the brute that his kin are famed for.
Streetwise 30: Smoker is a famous slaver on the planes of the Elemental Chaos, many Efreeti groups trade with him regularly, and he bargains with archon bands for service as artifact collectors as well. It is said that he has a sizable horde of rarities hidden somewhere on the plane, and thou he loathes to let them go he is willing to negotiate if the price is right.
Salamander Bodyguard
12 Minion Brute
Large elemental humanoid (Fire, Reptile)
175xp
Initiative +8
Senses: Perception +13;
HP HP 1; a missed attack never damages a minion.
AC 24; Fortitude 25, Reflex 21, Will 21
Resist 20 Fire
Speed 6
Fiery Pike (standard; at-will)Fire, Weapon
Reach 2; +15 vs AC; 7 damage and target pushed 1 square.
Tail Lash (standard; at-will)Fire
Reach 2; +14 vs AC; 5 fire damage, and the target slides 1 square
Choking Smoke Aura 2; any creature that enters or starts its turn in the aura gains concealment, in addition the Minor Brimstone Elemental Strangler makes a Suffocate attack as a free action against any enemy that starts its turn in the aura.
HP 1; a missed attack never damages a minion.
AC 33; Fortitude 26, Reflex 25, Will 25
Immune disease; poison;
Resist 10 fire
Speed Fly 6 (hover)
Suffocate (standard; at-will)
SThe Brimstone Elemental reaches out with insubstantial limbs of concentrated smoke that force their way into the lungs of its target. Reach 2; +20 vs Fortitude; 5 damage. Creatures that do not need to breath (constructs, undead, etc) are not affected by this attack.
Assaulting Presence (standard; at-will)
The Minor Brimstone Elemental Strangler shifts up to 4 squares and makes a Suffocate attack against one or two targets as part of the movement.
Smoke Blast (standard; encounter) Zone
Close Burst 3; When Minor Brimstone Elemental Strangler is reduced to 0 hit points; +20 vs Fortitude; 5 damage and a smokey zone is created which lasts until the end of the encounter. Creatures that enter this zone gain Superior Cover and take 5 damage.
Alignment: Chaotic Evil
Languages: Primordial
Str 17 (+11)
Dex 18 (+12)
Wis 19 (+12)
Con 21 (+13)
Int 16 (+11)
Cha 14 (+10)
Typical Encounter:
Level 18 Encounter, (9,300xp plus ~1,400xp in additional summons)
2 Magma Brutes - Level 13 Standard. 1,600xp (MM 183)
I beleive I've met the following optional elements in this entry:
Boss: The creature is described as typically being accompanied by creatures of the minion type that are Large, Huge or Gargantuan in size. The minions need not be fully statted, but should be adequately described.
Type: The creature is an Aberration, Construct, Elemental, Plant, and/or Undead.
Unusual Movement: The creature has a speed or power that allows it to travel through a medium other than air (i.e., burrow, phase, swim, etc.) (Walking and flying do not satisfy this element.)
Smoker - The Tiny TitanPerhaps the most curious thing you've seen on your long travels, a large group of Salamander congregate around a high stone table, atop which a prattling heap of ash and smoke dances about wildly. Shrill voice breaking the air
If breaking the forum width a little is terribly annoying to anyone let me know and I'll stack those two minions stat blocks - it just looked like a giant wall of statblocks to me and I wanted to cut down on the submissions length. *Looks like the forums won't accept width breaking tables, it just cut off a portion of the statblock text.
I think I have everything done, for once, and it's in before the deadline, for once. Hope you all enjoy!
BTW, I considered making up a few normal Ash Titans and throwing them up onto the forums somewhere and cross posting them here. Anyone interested in that, or is that outside the intention of this thread?
If breaking the forum width a little is terribly annoying to anyone let me know and I'll stack those two minions stat blocks - it just looked like a giant wall of statblocks to me and I wanted to cut down on the submissions length.I think I have ever
oh god, I wished I never opened that spoiler block. now I'll have nightmares for week! Heck, I'll have to start playing call of chuthulu just for my dreams to calm down ...
oh god, I wished I never opened that spoiler block. now I'll have nightmares for week! Heck, I'll have to start playing call of chuthulu just for my dreams to calm down ...
oh god, I wished I never opened that spoiler block. now I'll have nightmares for week! Heck, I'll have to start playing call of chuthulu just for my dreams to calm down ...
Funny, I had a feeling he was going to put up a picture of those little pigmie dudes from Act III of Diablo II. Now THOSE guys give me nightmares...especially on Nightmare level.
Funny, I had a feeling he was going to put up a picture of those little pigmie dudes from Act III of Diablo II. Now THOSE guys give me nightmares...especially on Nightmare level.
Only 5 entries with just 36 hours to go? Where are you people? What have you been doing?
Nothing important obviously. Stop laughing at wrecan's posts and start getting those entries in already!
(This message brought to you by the judge-who-would-have-entered-this-contest-in-a-heartbeat-if-he-wasn't-judging)
Only 5 entries with just 36 hours to go? Where are you people? What have you been doing?Nothing important obviously. Stop laughing at wrecan's posts and start getting those entries in already!(This message brought to you by the judge-who-would-have-e
These minute gnomes are much like their larger cousins, and often live in the same settlements. They also occasionally live in human or halfling areas, eking out an existance as tailors, cleaners, and performing other jobs in which their small size is a benefit.
Str10+0 Int13+1 Con12+1 Wis11+0 Dex14+2 Char15+2
* Tiny size. +2 bonus to Armor Class, +2 bonus on attack rolls, +8 bonus on Hide checks, -8 penalty on grapple checks, lifting and carrying limits 1/2 those of Medium characters. Space is 2 1/2 feet and reach is 0 feet. * A garden gnome’s base land speed is 20 feet. * Low-light vision. * +2 racial bonus on saving throws against illusions. * Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects, such as the Spell Focus feat. * +1 racial bonus on attack rolls against kobolds and goblinoids (including goblins, hobgoblins, and bugbears). * +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants). * +2 racial bonus on Listen checks. * +2 racial bonus on Craft (alchemy) checks. * Automatic Languages: Common, Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, Orc. * Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level. * Favored Class: Bard.
hope i got everything......
Garden Gnome (Tiny Humanoid) These minute gnomes are much like their larger cousins, and often live in the same settlements. They also occasionally live in human or halfling areas, eking out an existance as tailors, cleaners, and performing other job
Welcome to the XDMCs, Roxas. You should know, however, that this is a Fourth Edition competition.
My 3e is rusty, but it looks like a good submission; just the wront ruleset. Roxas1364, maybe you can rework it in 4e terms and post after the contest is over? Besides, I have a soft spot for Harry Potter stuff. :D
My 3e is rusty, but it looks like a good submission; just the wront ruleset. Roxas1364, maybe you can rework it in 4e terms and post after the contest is over?
While we might see the Firemote, Pyronus minimus, as the least of all elementals, its nature is not nearly so benign. A firemote may, as we detailed last class, be summoned through a trivial summoning ritual but in reality, they are something more than a hungry spark. As you can see on the projector, each Firemote was born from the death of the significantly more powerful Consumer, Pyronus horribilus. Consumers were known to have been employed by the First Kontari Warmaker in 1705, during his siege of the rebel Konnaeus holdfast at Rulaan. As the light-dedicated Lady Itriana Konnaeus struck down the besieging Consumers, each was revealed to have a core made of a single amber crystal, some as large as two feet in diameter.
These crystals, without the heat of the Consumer to hold them aloft, plummeted to the ground, shattering (or at least fragmenting) them. Each of the thousands of shards of the great Consumer's crystalline heart begat a Firemote and each of those rushed forth to start more fires. Once a Firemote had started a fire, it would sit in the conflagration, basking in the heat and ash as a lizard would on a rock. The fire provides the Firemote with the energy it needs to sustain its peculiar form of life and fuels its growth.
In time (and by time, I mean decades or centuries), Firemotes accrue enough energy to metamorphose into a larger, more aggressive and destructive elemental, Pyronus ignitus, the Igniter (or Korothi Igniter or Firestarter or Abyssal Firewalker, whatever your local hedgewizard called it). And as you can see with this slide, Pyronus ignitus is just the second stage of the life cycle of the same deadly Consumer that begat the Firemotes you see in this jar.
Now, please take notes on the Firemote's behavior as it will be on this term's examination. Those of you watching via a Technocrat Dictor, please set the device's storage unit to the Taxonomy bin and make sure that the translation crystal is properly working.
- Professor Yero Fain Esteemed and Honored Lecturer of Elemental Biology Edimithion Academy of Sciences 1906-1931
The Firemote is a tiny spark of a fire elemental, a glowing amber shard not more than one half of a centimeter in length. The heat of the Firemote can be felt several feet away and they can be seen by creatures with any infravision at a range of 1000 feet given line-of-sight.
Arcana DC 10 The Firemote is the sort of menace that most rural folk consider more immediate than humanoids or more beligerent monsters because Firemotes start fires and sit in them, keeping them going until all fuel nearby is consumed. A single Firemote, left unchecked, can destroy a farm in a matter of hours and a village in a day. Fortunately if you can stand the pain of grabbing it, the creature can be killed with a barrel of water.
Arcana DC15 Firemotes are immature Consumers, formed by the destruction of the Consumer's inner core crystal.
Arcana DC20 Firemotes roam the Primordial Chaos, serving as food for immature salamanders and other elemental humanoids. They may be summoned easily using a very minor ritual:
Minor Ritual of Elemental Summoning
With a bit of kindling, a tiny circle and a pinhole portal to the plane of fire, you call forth a spark of elemental life.
Level 2 Component Cost: 20gp
Category: Ritual Market Price: 50gp
Timne: 30 minutes Key Skill: Arcana
Duration: Permanent?
Caster summons a Firemote. The firemote will immediately seek out the nearest fire and if none is present or accessible, it will start one. The Firemote is not controllable.
The ritual requires a very small summoning circle to be scribed on a (preferably) difficult-to-ignite surface and a bit of a highly flammable object to lure it through the portal. Cloth soaked in lamp fuel works well for this.
Streetwise DC15 Firemotes are commonly used as permanent heat sources by the wealthy or foolish and as clandestine tools of mayhem by criminals.
Firemote
Level 1 Artillery
Tiny elemental animate (fire)
XP 100
Initiative +3
Senses Perception +0; firesense (can sense normal fires; infravision
Ignition Aura (Fire) aura 0 (only the square that the Firemote occupies is affected); effect - all flammable materials within the aura ignite. All creatures in the square of the Firemote take 1 fire damage
Burst of Flame (standard, encounter recharge ) Fire
Close Burst 2; +3 vs Reflex; 3d6+3 fire damage
Alignment Unaligned
Languages Primordial
Skills none
Str 7 (-2)
Dex 16 (+3)
Wis 10 (+0)
Con 10 (+0)
Int 9 (-1)
Cha 10 (+0)
A Firemote is, at its heart, the elemental equivalent of a tadpole. It will eat and eat (burn and burn) until it finally (over centuries) matures into:
Consumer
Level 22 Elite Brute
Huge elemental animate (fire)
XP 8,300
Initiative +16
Senses Perception +16; infravision
Conflagration Aura (Fire) aura 2 All enemies which start their turn in the Conflagration Aura take 10 fire damage.
HP 514; Bloodied 257
AC 34; Fortitude 35, Reflex 34, Will 34
Immune poison; disease; petrification Resist 30 Fire Vulnerable 10 Cold and Conflagration Aura is reduced to range 0 until the end of the Consumer's next turn.
Speed 6 fly 6 (at the end of any turn, the Consumer must be no more than one square above a horizontal surface)
Action Points 1
Fiery Smash (standard, at-will) Fire
Reach 2; +25 vs AC; 4d6+8 damage
Fire Bolt (standard, at-will) Fire
Range 20; +23 v Reflex; 3d6+8 damage
Flash Fire (Standard, recharge ) Fire
Close burst 2; +23 vs Reflex; 2d10+8 damage. effect: 10 ongoing damage (fire) (save/heal ends)
Jet of Living Flame (Move, encounter, recharges when first bloodied ) Fire
Range 10. Burst 4. 3d10+8 damage. Effect: Consumer teleports into the burst area. Any creature in a square to be occupied by the Consumer takes an additional 2d6 damage and is pushed 1d6 squares from their position.
Alignment Chaotic Evil
Languages Primordial
Skills none
Str 21 (+16)
Dex 21 (+16)
Wis 21 (+16)
Con 27 (+19)
Int 21 (+16)
Cha 21 (+16)
Adventure Ideas (all Heroic Tier)
Man on the Inside - someone in His Majesty's Prison at Arimas has been setting fires, and there have been casualties amongst the guards. Lord Priam Sammil of the Home Legion wants you, unknown heroes, to find the responsible parties. Someone has summoned a few Firemotes and has been letting them loose in vital areas. Dodge prison gangs and nonhuman prisoners (and the occasional shivving in the showers) to find the summoner and figure out how they're doing it (maybe leaving the little thing floating on a bit of wood in a cup of water - the water boils away slowly and the Firemote escapes).
Fallout - a recent war has left the countryside littered with the remains of dangerous creatures of war, including a Consumer's crystal. When the crystal is inadvertently broken, the Firemotes must be tracked down and handled. Big rewards if they can do no damage at all.
oop - elements - Origin, Summoner, Immature thingy
FiremoteWhile we might see the Firemote, Pyronus minimus, as the least of all elementals, its nature is not nearly so benign. A firemote may, as we detailed last class, be summoned through a trivial summoning ritual but in reality, they are something
Tentacles ( standard, recharges when using Murderous Competition ) <> Poison +6 vs Fort, 1d4+3 damage, 5 ongoing poison damage and the target is slowed (save ends both) A target that is already slowed, is immobilized instead (save ends) A target that is already immobilized, is dazed and restrained instead (save ends)
Bite ( standard, at-will ) +7 vs AC, 1d10+3 damage
Murderous Competition ( minor, at-will ) Targets an adjacent Carrion Crawler Hatchling; the Hatchling is destroyed and the Poisonous Carrior Crawler regains 9 Hit points and recharges its Tentacles attack.
Information on young Carrior Crawlers: Newly hatched Carrion Crawlers arrive looking much like adult ones, only much smaller. They are roughly 4 inches long, and their tentacles are harmless. After hatching, hundreds of little ones come forth, only to start attacking and eating each other immediately. When the first feeding spree is done, usually no more then a hundred have survived.
These start growing at an alarming rate, continuously feeding on each other and everything else edible in the direct area. After a week or so, they've almost tripled in size (standing at some 10 inches in length).
By this time, some three dozen will have survived and the Crawlers will mostly change their diet from each other, to everything else.
Usually halfway through the second week, the first crawlers will start developing their poison. By this time, the crawlers will mostly leave each other alone and eat carrion, although they will still fight each other for it and eat one another if nothing else is available.
Young crawlers will stay in the room that hatched them, until they are driven away from it. They will starve to death if nothing shows up. Knowing this, somewhere near the end of the first month, their mother will move into the room. She'll eat any young ones she can catch, scattering the remainder around the area.
Now alone, these crawlers will grow to full size on their own, moving through the sewers, forests, or caves they were first birthed into.
Adult Carrion Crawlers are rumoured to keep growing larger forever, although most specimens are hunted down and killed off by skilled hunters or adventurers before they become a danger to the area. Most common crawlers do not make it past some 12 feet in length, although big ones can manage 30 feet. Rumors exist of Carrior Crawlers in secluded areas that managed to grow up to 120 feet in length, feeding on big animals like Elephants, although those stories are rare and few.
LORE: This is in addition to the standard lore for Carrior Crawlers (found on page 40 of the Monster Manual) DC 15:Carrior Crawler childhood is a brutal, eat-or-be-eaten existance. Most young crawlers perish before the end of their first day. Even fewer can make it to the end of the week.
DC 20:Carrior Crawlers start developing small doses of poison somewhere in the second week of their life. This poison is dangerous to humanoids, though not as strong as that of a full-grown crawler. You can see when a Crawler is poisonous, because when that happens their tentacles start flailing around as they move, instead of limply hanging from their heads.
SCENARIO IDEAS As you crawl through the sewers, you run into a big heap of trash. From within comes chittering, and swarms of small centipede like creatures pour out, hungry for their next meal. Just as you try to clear the area out, a massive version of the creature bursts into the room... mommy's home!
A crazy wizard has had a Carrior Crawler pet for a long time, but after he blew himself up in an experiment, the creature ran rampant in his laborotory. Eventually, it layed eggs, and now the entire wizard's tower is infected with Crawlers in all sizes.
Elements used:
Immature: The creature is the immature or larval form of a creature that is Huge or Gargantuan when fully grown. The adult need not be fully statted, but should be adequately described. Multiple Creatures: The entry provides at least two stat blocks wth each tiny-sized creature fulfilling a different role (artillery, brute, controller, skirmisher, or soldier) Each stat block must meet each of the other optional elements sought to be met. (An entry cannot cannot satisfy this element and "Brute" element). Type: The creature is an Aberration, Construct, Elemental, Plant, and/or Undead.
Sorry about the poor formatting, but I've had it with this horrible forum and I'm not going to waste my entire evening just to end with something thatstilllooks like crap.
The wood door shattered as the Barbarian burst into the room. "We have you now, Lich! You shall trouble the villagers no more!"
The Lich in question was at a desk, completely engrossed in a ritual scroll. It looked up, raising a single shriveled eyebrow.
"Did you see the Jewelry Boxes in the main room?"
The Barbarian cocked his head, unsure of the Lich's intent.
"And?"
The goliath winced as the rogue screamed, shrill and sudden.
"You should have looked more closely..."
Sapient Pearwood Jewelry Box
Level 14 Brute
Tiny Fey Animate (blind, construct, homunculus)
XP 1,000
Initiative +10
Senses Perception +10; Blindsight
Palpable Menace aura 1; Creatures within the aura take a -2 attack penalty against the Sapient Pearwood Jewelry Box and its Owner. This is a fear effect.
HP 173; Bloodied 86
AC 26; Fortitude 26, Reflex 26, Will 27
Resist 5 all ; Vulnerable 5 Force
Speed 5
Snapping Lid (Standard, at-will)
Melee 0; +17 vs AC; 3d6 + 6 and the target is grabbed until escape.
Vicegrip (Minor, at-will (1/turn) )
Targets a grabbed creature. (once/round) +15 vs Fortitude; 1d10 + 6 and ongoing 5. (Save ends)
Trigger: A creature moves within 2 squares of the Sapient Pearwood Jewelry Box; Effect: The Sapient Pearwood Jewelry Box makes a charge attack against the triggering creature. The Sapient Pearwood Jewelry box gets +4 to its AC versus opportunity attacks during the charge, and can move through other creature's spaces.
Guard Owner
The Sapeint Pearwood Jewelry Box takes half damage from all area and close attacks originating from its guarded person.
Locate Owner
The Sapient Pearwood Jewelry Box intrinsically knows the location of its owner, and given enough time, will find it. This ability works across all planes; even ritual banishment or imprisonment can only delay the Sapient Pearwood Jewelry Box.
Alignment unaligned or same as Owner
Languages common (cannot speak)
Skills Stealth +15 (+25 in indoor areas such as libraries or studys)
Str 17(+10)
Dex 17(+10)
Wis 16(+10)
Con 23(+13)
Int 12(+8)
Cha 17(+10)
Sapient Pearwood is an interesting plant, growing only in rare corners of the Feywild. It is noted for its incredible hardness and durabillity and innate resistance to magical energies. Objects fashioned from Sapient Pearwood are incredibly loyal to their owners, viciously defending them in combat, or simply finding them when the owner invariably wanders off.
While generally people craft larger objects out of the magical woodstuff, Sapient Pinewood Jewelry Boxes are becoming more popular among certain sects of Eladrin, as they are less obviously antagonistic as the standard animated Luggage, Suitcase, or Trunk.
Tactics
Sapient Pearwood Jewelery Boxes never initiate combat unless their owner is in danger, or something is actively preventing it from reaching its owner. Once engaged, the Jewelery Box is single minded, attacking one enemy repeatedly until it can use Confounding Interdiction to latch onto a new target. If ever its owner is slain, the Jewelery Box goes beserk, focusing on the offender who dealt the killing blow. If it manages to survive the fight, it will most likely journey into the Shadowfell, seeking the soul of its departed Owner.
Lore
Arcana (DC 18): Sapient Pearwood Jewelry Boxes are small, but should not be understimated. If they sense fear or weakness, several dozen legs will appear on the underside of the small box, rapidly propelling the box in a direction of its choosing.
Arcana (DC 21): A Sapient Pearwood Jewelry Box can open its lid to reveal, not an extradimensional space, but rows upon rows of fearsome wooden teeth. Their bite is painful and nasty, and has been known to immobilize grown men with pain.
Arcana (DC 23): A Sapient Pearwood Jewelry Box can always find its owner, even if they are imprisoned, or trapped on another plane. The interior of a Sapient Pearwood Jewelry Box is not constrained by its external dimensionality. Very rich wizards use them as bags of holding for their magical accessories.
History (DC 18): The durability of Sapient Pearwood is nearly unmatched. In ages past, reclusive Eladrin mages were known to fight foes with the help of their Sapient Pearwood Luggage, fully confidant that the homunculi containers would not be overly damaged.
Scenarios
We Have You -- GURK!: The PCs burst in on the Lich who has been terrorizing the nearby region. The Lich is alone in his study, his undead minions already slain. It looks like an easy win for the PCs -- until the Lich's cosmetic boxes jump to its aid! (E.g:1 Lich (Human Wizard, and 3 Sapient Pearwood Jewelry Boxes, level 14 encounter, 5,000 xp)
Jail...break?: When the Drow Thief Jax Steelwind was finally captured, some of his associates decided to cut their losses and rob their old boss' abode. Unwittingly they released his Sapient Pearwood Jewelry Box from storage. The homunculus immediately set off after Jax, breaking enough prison walls in its flurry to return to its owner that the crafty rogue was able to escape. Steelwind is roaming the streets again, now with a new appreication for Jewelry Box induced bludgeoning. (E.g:1 Drow Stingblade (Jax), 1 Sapient Pearwood Jewelry Box, 1 Shadar-Kai Dawnkiller, 1 Duergar Blasphemer, 5 Drow Underlings, level 14 encounter, 5,000 xp)
Protection Racket: The PCs need to do The Don a favor. Maybe they want some information. Maybe he helped the law look the other way. At any rate, one recalcitrant merchant hasn't paid his dues to The Don. The PCs need to go in and 'convince' him to do so. What they don't know, is that the merchant in question is a Vampire Jeweler -- one who recently recieved a Sapient Pearwood Jewlery Box as a gift. (E.g: 1 Sapient Pearwood Jewelry Box, 1 Vampire Guildmaster, 1 Human Murderer, 1 Drow Warrior, Level 12 encounter 3,500 xp)
Optional Elements #2, #8 (Check the Statblock!), #11
This space under construction! Sapient Pearwood Ottoman Level X Role Size origin type (keyword) XP number Initiative +X Senses Perception +X; special senses Aura Name (Keyword) aura X; effect HP X; Bloodied X AC X; Fortitude X, Reflex X, Will X
Poop, forgot to check the timezone. Put-off working on my entry after a massive cold kicked my butt this week and was just doing the finishing touches. Stupid finicky html.
Eh, guess I'll have to work harder and faster next time.
Poop, forgot to check the timezone. Put-off working on my entry after a massive cold kicked my butt this week and was just doing the finishing touches. Stupid finicky html. Eh, guess I'll have to work harder and faster next time.
a nice entry, but next time I would recommend revising it; or sumbitting it earlier, so there is still time to adjust it. Some points
'Senses' isn't filled in (no percetion, no indication what its special senses are)
the defenses seem to be strange IMO: with CON+13, DEX+10 WIS+10, how does it get Fort 26 Refl 26 Will 27 ? (and AC the same as reflex - but that's beside the point). wouldn't something like AC 27 Fort 28 Refl 25 Will 25 be much more logical?
Confounding Interdiction is "attack bonus vs target defense" instead of the actual number, and the actual defense
(I my personal oppinion) I don't think the Alignment isn't correct by cannon. I think a Sapient Pearwood is lawful good: it follows a law (help its owner) and it puts others (its owner) before himself. I think a chaotic evil animate object helps his boss because he's forced to, but will escape the first chance it gets
About the +10 stealth bonus: I'dd need to check the MM, but IIRC the way to specify the bonus is to have a power that grants it, not a simple additional bonus in the 'skills' block. I mean, why does a Jewelry Box have a larger bonus is a libraries or studys (if humans in a bussy area don't have such a bonus?)?
a nice entry, but next time I would recommend revising it; or sumbitting it earlier, so there is still time to adjust it. Some points 'Senses' isn't filled in (no percetion, no indication what its special senses are) the defenses seem to be strange I
Not all entities from the Far Realms are tentacled monstrosities of gibbering mounds of pulsating flesh. Some are more subtle, more insidious, a deadly creature in a tiny package.
The pseudofamiliar is a bit of spirit fluff from the Far Realms. Some believe it to be a coalesced piece of madness, others that it is an embryonic form of some larger creature. Whatever it is, it is known to be a deadly parasite that feeds off the mental energies of those who wield the Arcane Power Source.
When rituals study the Far Realms, they are often careful to ensure that the hulking aberrations there do not escape to the natural world. But these tiny pseudofamiliars can often seep through the tiniest cracks in their wards, swarming into the natural world in search of arcane psychic energies on which to feed. They will seek out a spellcaster of appropriate learning and experience and, as he sleeps, insinuate itelf into his psyche, replacing the caster's beloved familiar.
The pseudofamiliar prefers casters who live in solitude, as they are more easily dominated into not realizing their curse, and can often drain the caster until he is nothing but a husk. Sometimes, however, a pseudofamiliar will mistakenly attach itself to an adventuring spellcaster. In those cases, the aberration will prepare for the eventuality that it will be discovered, and will reach out telepathically, recruiting powerful creatures to confront the heroes, giving it information it has learned while infiltrating the party to help the creatures formulate a superior strategy. The pseudofamiliar will hope the creatures can take out the other heroes so it can keep the spellcaster until drained dry. Otherwise, these creatures may make good cover while it escapes.
A pseudofamiliar appears as the familiar it has suppressed and replaced. When unlinked, the pseudofamiliar appears as a tiny wisp of ether with two malevolent, hungering glowing red points of light for eyes. It darts to and fro, rippling in an unseen wind, and gives off a cold chilly and unsettling presence.
Pseudofamilar
Level 9 Brute (leader)
Tiny aberrant magical beast
XP 400
Initiative +13; Senses Perception +14 HP 117; Bloodied58 AC 21; Fortitude 18; Reflex 21; Will 28 Immune disease; poison; Resist insubstantial, 5 psychic Speed 6, fly 6 (hover); phasing
A pseudofamiliar that spends one hour adjacent to a helpless familiar's master takes on the appearance of the familiar and is able to mimic the abilities of the familiar, including its psychic link with the master. As long as the link is active, the master cannot invoke the familiar and will believe the pseudofamiliar is the master's familiar. Moreover, while the link is active, the pseudofamiliar cannot use any of its powers except those of the familiar, telepathy, and Puppeteer (see below). The pseudofamiliar can end the link at will, but doing so exposes the ruse. After one week, the master will lose a healing surge after every extended rest. The healing surge cannot be regained while the link is active. The master will resist any attempts to investigate this link. A master who has lost all healing surges is rendered unconscious and dying.
Puppeteer (standard; encounter) ♦ Charm, Psychic
Close burst 10; if the master is within the burst, it is dominated until the end of the encounter (no save). This power can only be used while the psedofamiliar has an active link with its master.
Close burst 5; all allies in burst heal 10 hp and, until the end of the pseudofamiliars next turn, gain a +2 to defenses against attacks with the Fear keyword, and cannot be Intimidated.
Stuck Like Glue (move; at-will) ♦ Teleportation
The creature teleports into the square of its former master, if it has line of sight.
Martyr the Master (immediate interrupt; at-will)
Personal; If the pseudofamiliar occupies the same square as its former master, and the pseudofamiliar is hit by a ranged or melee attack, the attack is treated as targeting the master rather than the pseudofamiliar.
Alignment Evil; Languages Common, Deep Speech, Telepathy (1 mile) Skills Arcana +11, Insight +14, Stealth +12 Str 11 (+4); Dex 17 (+7); Wis 20 (+9) Con 17 (+7); Int14 (+6); Cha 14 (+6)
Lore (Arcana) DC 15: A pseudofamiliar is a shadowy creature who escaped from the Far Realms DC 20: It insinuates itself in the psyche of an arcanist by replacing its familiar. It is basically cowardly, but if exposed, it can be vicious, using its former host as a shield, attacking people telepathically, and summoning larger creatures to aid it. DC 25: It is naturally insubstantial, and as an alien intelligence from beyond the farthest reaches, it cannot be poisoned or diseases, and its mind is incomprehensible to all but the insane.
Scenarios
The pseudofamiliar replaces a party spellcaster's familiar. It is also planning to construct a portal to the Far Realm by dominating the caster while the party sleeps, and having it use his own ritual components in the building of the portal. If it succeeds, monstrous aberrations from the Far Realm will pore through, while the pseudofamiliar tries to dominate its master into stepping through the portal. If exposed, it will try to kill the master out of spite before escaping through the portal.
A wizard NPC with whom the party has had good relations is suddenly acting odd. He has become reclusive and strange. When the PCs visit, he is sickly and pale, and giving an inordinate amount of attention to his familiar, talking to it in strange manners and even seeking its advice before speaking or acting. If the PCs investigate, the pseudofamiliar is exposed. However, it has hired some local thugs to act as security, and they will keep the PCs busy while the pseudofamiliar makes its escape.
Optional Elements 2. Brute. The creature is a Brute 11. Type. The creature is aberrant. 12. Unusual Movement. The creature can phase.
Here is my supplemental entry.PseudofamiliarNot all entities from the Far Realms are tentacled monstrosities of gibbering mounds of pulsating flesh. Some are more subtle, more insidious, a deadly creature in a tiny package.The pseudofamiliar is a b
I was thinking it could also be a lurker. But it's contoller-ish powers only take place when the pseudofamiliar isn't engaged in combat. In combat, the pseudofamiliar has two powers -- psychic claw and its leaderish healing power.
I was thinking it could also be a lurker. But it's contoller-ish powers only take place when the pseudofamiliar isn't engaged in combat. In combat, the pseudofamiliar has two powers -- psychic claw and its leaderish healing power.
a nice entry, but next time I would recommend revising it; or sumbitting it earlier, so there is still time to adjust it. Some points
'Senses' isn't filled in (no percetion, no indication what its special senses are)
the defenses seem to be strange IMO: with CON+13, DEX+10 WIS+10, how does it get Fort 26 Refl 26 Will 27 ? (and AC the same as reflex - but that's beside the point). wouldn't something like AC 27 Fort 28 Refl 25 Will 25 be much more logical?
Confounding Interdiction is "attack bonus vs target defense" instead of the actual number, and the actual defense
(I my personal oppinion) I don't think the Alignment isn't correct by cannon. I think a Sapient Pearwood is lawful good: it follows a law (help its owner) and it puts others (its owner) before himself. I think a chaotic evil animate object helps his boss because he's forced to, but will escape the first chance it gets
About the +10 stealth bonus: I'dd need to check the MM, but IIRC the way to specify the bonus is to have a power that grants it, not a simple additional bonus in the 'skills' block. I mean, why does a Jewelry Box have a larger bonus is a libraries or studys (if humans in a bussy area don't have such a bonus?)?
In order: yes, real life came up. It happens. It was last minute. Oh well.
Fixed
defenses do not always correlate to stats
Alignment is a matter of opiion - is the minion loyally protecting its boss from the law abiding adventurers really "Lawful good" ? Loyalty =/= lawful. Also, not everything translates perfectly between the worlds. "Completely immune to magic" doesn't quite work for Sapient Pearwood.
I think It's been done both ways. The bonus is there because if you see a jewelry box inside a building, how likely are you to think "Oh, that might be a ravenous wooden construct" versus "Oh, someone left their jewelry box out". Otherwise, it's just the monster's innate Stealth modifer.
Thanks for the feedback.
a nice entry, but next time I would recommend revising it; or sumbitting it earlier, so there is still time to adjust it. Some points 'Senses' isn't filled in (no percetion, no indication what its special senses are) the defenses seem to be strange I
they don't ? opening MM on random pages (for the recond page 60-61 / 156-157 / 208-209 / ) ... are you sure about that?
The bonus is there because if you see a jewelry box inside a building, how likely are you to think "Oh, that might be a ravenous wooden construct" versus "Oh, someone left their jewelry box out".
To use your words: if you see a jewelry boxperson inside a buildingmarket place, how likely are you to think "Oh, that might be a ravenous wooden constructhomocidal maniac" versus "Oh, someone left their jewelry box outthere are other people here". ?
On the other hand, with your creation: Bob the Fighter got bitten by a ravenous wooden construct that looks exaclty like a jewerly box. It ran away into the wizards study, but brave Bob went after it. searching the place all he can find is a lot of books, some clothing, and a munaine looking jewerly box. Bob obviously has no idea where the ravenous wooden construct that looks exaclty like a jewerly box is ... catch my drift? *
*: Bob the Fighter is a character I once made: he's a bard calling himself Bob the Fighter to confuse his enemies. So "that's because the fighter sucks" isn't the answer ...
they don't ? opening MM on random pages (for the recond page 60-61 / 156-157 / 208-209 / ) ... are you sure about that?To use your words: if you see a jewelry box person inside a building market place, how likely are you to think "Oh, that might be
I would err towards unaligned myself, but certainly the case could be made that the pearwood plants are lawful good and as its magic properties are what makes the furniture animated and loyal they maintain that alignment. Sadly there is no Lawful keyword or alignment in 4th outside of LG, so a great many things fall into Unaligned when they would have Lawful neutrals or Chaotic goods of editions past.
Also, your stats don't have to correlate to defenses at all. The DMG section on building monsters mentions that the stats help determine AC (not other defenses) but reading further it shows that AC is the only one not (as written) affected by the stats - only F/R/W defenses are adjusted by deviance from the average. To put it bluntly the ideas put forth in that section are poorly conveyed but the table at the bottom gives you a good approximation of where your numbers should be - but having the freedom to fiddle with the numbers so they make more sense is essential to making interesting and well thought out monsters. It's much more an art than a science - and thus it's important not to solely rely on the metrics when analyzing creatures.
Looking through the MM2 at random creatures I've found they don't match up to the RAW either. Bullywug Mud Lord (MM2 29) has low Fort and high Will, and the damage values are out for Electric Reflux. Abyssal Eviscerator (MM2 51) has high Fort, low damage on Grab and Eviscerating Talons is possibly too good. Genasi Hydromancer (MM2 117) has fine stats, but the attacks vs AC are off and its Whirling Vortex power damage is way too low. None of them are married to the rules as written because they're better, more flavorful monsters because for it.
I would err towards unaligned myself, but certainly the case could be made that the pearwood plants are lawful good and as its magic properties are what makes the furniture animated and loyal they maintain that alignment. Sadly there is no Lawful k
...going out to the shop to look at MM 2 ... well what do you know, you're correct, however,
Bullywug Mud Lord's wisdom is still higher then its strength or constitution (its numbers are off with 1, but otherwise, high will, lower fort).
Abyssal Eviscerator: same deal: highest STR, then DEX then WIS, which makes higest Fort, then Refl, then Will.
However, the Jewelry box has an extremely high consititution (its 6 higher then any other stat), yet its defenses are Fort 26 Refl 26 Will 27 (while BTW, DEX the same as CHA). Small discripencies can easely be flavored as a racial or class like bonus, But from where I'm sitting that doesn't look like "it doesn't match exaclty", but more like pseudo random numbers.
None of them are married to the rules as written because they're better, more flavorful monsters because for it.
how do you figure? would they be worse or less flavorfull if their defenses matched their stats?
...going out to the shop to look at MM 2 ... well what do you know, you're correct, however, Bullywug Mud Lord's wisdom is still higher then its strength or constitution (its numbers are off with 1, but otherwise, high will, lower fort). Abyssal Ev
Halfway there on the judging. Copious amounts of comments and an irrational desire to watch the NFL playoff games are delaying me from finishing the rest. Should have 'em done in the next day or so.
Halfway there on the judging. Copious amounts of comments and an irrational desire to watch the NFL playoff games are delaying me from finishing the rest. Should have 'em done in the next day or so.
Sorry about the poor formatting, but I've had it with this horrible forum and I'm not going to waste my entire evening just to end with something thatstilllooks like crap.
there's always printscreen ... (type it in a text editor, printscreen it, and post the jpg's)
otherwise, if you posted it earlier I would have gladly filled in a stat block for you (though I don't know If I'm allowed to do that - competition rules and all ...)
other then that
7 damage seems a bit much for a lvl 2 minion (from what my math has shown me, is that the damage of a minion is 1+mod a.k.a. the minion rolls ones on his damage dice) ... or am I mistaken
aren't hatchlings usually lower level then their more adult form? (what made you decide on level 2 and not lvl 1?)
its 'minion', not 'minion brute' , unless WotC also changed that.
I would have opted to give the hatchling Fortitude 14 instead of 13 (as then it matches with the stats)
starting the post with 'erdana, Arial, Helvetica, sans-serif;font-size:12px;">' ... the forum layout gods aren't kind to you ...
I'm supposing Hatchling's Bite is mellee?
nice flavor (very usable)
are carrion crawlers huge? I thought they were large (I'm just to laisy too look it up.)
there's always printscreen ... (type it in a text editor, printscreen it, and post the jpg's)otherwise, if you posted it earlier I would have gladly filled in a stat block for you (though I don't know If I'm allowed to do that - competition rules and
7 damage seems a bit much for a lvl 2 minion (from what my math has shown me, is that the damage of a minion is 1+mod a.k.a. the minion rolls ones on his damage dice) ... or am I mistaken
its 'minion', not 'minion brute' , unless WotC also changed that.
are carrion crawlers huge? I thought they were large (I'm just to laisy too look it up.)
7 damage is higher than the DMG2 suggests. Minions in MM2 have roles. Enormous Carrion Crawlers are huge.
7 damage is higher than the DMG2 suggests. Minions in MM2 have roles. Enormous Carrion Crawlers are huge.
Resist 20 what? (fire I assume) - and isn't 20 a bit much?
the ritual is inside the list of knowledge thingies
Firemote Entry nice entry, though it kind of lacks titles 'spark' has no range initiative statblock: its burned blackish. Resist 20 what? (fire I assume) - and isn't 20 a bit much? the ritual is inside the list of knowledge thingies
there's always printscreen ... (type it in a text editor, printscreen it, and post the jpg's)
otherwise, if you posted it earlier I would have gladly filled in a stat block for you (though I don't know If I'm allowed to do that - competition rules and all ...)
other then that
7 damage seems a bit much for a lvl 2 minion (from what my math has shown me, is that the damage of a minion is 1+mod a.k.a. the minion rolls ones on his damage dice) ... or am I mistaken
aren't hatchlings usually lower level then their more adult form? (what made you decide on level 2 and not lvl 1?)
its 'minion', not 'minion brute' , unless WotC also changed that.
I would have opted to give the hatchling Fortitude 14 instead of 13 (as then it matches with the stats)
starting the post with 'erdana, Arial, Helvetica, sans-serif;font-size:12px;">' ... the forum layout gods aren't kind to you ...
I'm supposing Hatchling's Bite is mellee?
nice flavor (very usable)
are carrion crawlers huge? I thought they were large (I'm just to laisy too look it up.)
Yeah, the layout-gods aren't kind at all. Most likely because this forum was designed for precisely one kind of browser and never cross-platform tested. Chrome really mangles everything (can't even copy-paste from NOTEPAD) and Firefox leaves me with what I have now. I refuse to try Internet Exploder (that's probably what it was made for)
Thanks for the comments. The Bite should indeed be a Melee, I always forget that. As for the level, they're minions so they are weaker. Minions are often higher level then their regular brethren (check the Ogre, it's a level 8, with a level 11 & 16 minion form) because of how a minion should be used.
Minions have roles since MMII indeed, but I don't have it so I had to guess the damage. Since they're brutes they have low defenses, I can't really give them hitpoints, so I figured they should make up in damage. Hope I didn't overdo it.
And yeah, they keep on growing, so the endstate for any Carrior Crawler would be Gargantuan, although the ones in the MM end with Huge.
Thanks again, and I hope you or someone else gets some use out of them
Yeah, the layout-gods aren't kind at all. Most likely because this forum was designed for precisely one kind of browser and never cross-platform tested. Chrome really mangles everything (can't even copy-paste from NOTEPAD) and Firefox leaves me with
maybe this is just a nitpick, but could we have non-judges hold comments until after the judging is done (and posted)?
I think its a teensy bit rude to be commenting on actively judged items and it could color the judges views or muddy the water unnecessarily.
Edit - that said, the formatting issues are in the copy and paste from google docs.
maybe this is just a nitpick, but could we have non-judges hold comments until after the judging is done (and posted)?I think its a teensy bit rude to be commenting on actively judged items and it could color the judges views or muddy the water unnec
I think its a teensy bit rude to be commenting on actively judged items and it could color the judges views or muddy the water unnecessarily.
Its not my intent on being rude. If a comment is valid,
and you edit it before it is judged, its fixed and in fact saved points
and is made after the entry is judged, no harm is done (the rules say once the points are sumbitted, they can't be changed)
the last point means that judges need to decide carefully, because if they give a wrong score, its unfixable. The chances that a quick peer review would point things out that a judge would have missed are nearly non-existant.
Its not my intent on being rude. If a comment is valid, and you edit it before it is judged, its fixed and in fact saved points and is made after the entry is judged, no harm is done (the rules say once the points are sumbitted, they can't be change
Traditionally, the XDMCs (and MDMCs before them) have always allowed people to post comments after the contest closes and before results are announced. Comments help people become better DMs, which is really the heart of the competition. If we bar comments until after the scores are announced, most people won't bother and that stifles the comment and constructive criticism.
Judges are not supposed to use comments when grading entries, but of course, we have no way to police that.
However, I do think it's a good idea for peopel to put comments in sblocks to prevent judges from indavertantly seeing the comments.
Traditionally, the XDMCs (and MDMCs before them) have always allowed people to post comments after the contest closes and before results are announced. Comments help people become better DMs, which is really the heart of the competition. If we ba
Absorb seems strange: as it doesn't give immunity (if it would give immunity, I think its grosly overpowered (especially for a lvl 2 monster) and not in the 4e way: it makes specialized casters useless)
looking at blue squib, his defenses are freaky (having extreme high dex and int, but bad worst reflex)
Red Squib's NAD's are just way too high for a lvl 2 brute
squib
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Absorb seems strange: as it doesn't give immunity(if it would give immunity, I think its grosly overpowered (especially for a lvl 2 monster) and not in the 4e way: it makes specialized casters useless) looking at blue squib, his de
Traditionally, the XDMCs (and MDMCs before them) have always allowed people to post comments after the contest closes and before results are announced. Comments help people become better DMs, which is really the heart of the competition. If we bar comments until after the scores are announced, most people won't bother and that stifles the comment and constructive criticism.
Judges are not supposed to use comments when grading entries, but of course, we have no way to police that.
However, I do think it's a good idea for peopel to put comments in sblocks to prevent judges from indavertantly seeing the comments.
I second this idea. I've had to deliberately skip over a lot of the posts to make sure that I didn't see something I "shouldn't" have. SBlocks would be great to insulate us from the insidious comments meant to color and otherwise influence our unbiased and impartial commentary and opinions.
I wonder if I can get change for a $5 for that $1.50 sentence...?
I second this idea. I've had to deliberately skip over a lot of the posts to make sure that I didn't see something I "shouldn't" have. SBlocks would be great to insulate us from the insidious comments meant to color and otherwise influence our un
Plusjen, you would probably have much more luck copying a google doc or word file into the forums if you saved it as a HTML document and edited the HTML of your entry with the built in entry.
The HTML the forums use is sane, tho the output from word/docs might be cumbersome to dig through it's usually easy enough to figure out what the HTML tags do and what you can scrub from the document.
I haven't really tried to use the comment editer to make a complex post - it's far easier to dig into the HTML and get it to do what you wish it to do in my experience. So far however, it seems to work well enough in Firefox for me. /shrug
Plusjen, you would probably have much more luck copying a google doc or word file into the forums if you saved it as a HTML document and edited the HTML of your entry with the built in entry. The HTML the forums use is sane, tho the output from wor
Absorb seems strange: as it doesn't give immunity (if it would give immunity, I think its grosly overpowered (especially for a lvl 2 monster) and not in the 4e way: it makes specialized casters useless)
looking at blue squib, his defenses are freaky (having extreme high dex and int, but bad worst reflex)
Red Squib's NAD's are just way too high for a lvl 2 brute
Well, I dare say Blue shouldn't have had such a high dex. That was a leftover of a previous build.
squib
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Well, I dare say Blue shouldn't have had such a high dex. That was a leftover of a previous build.
Unfortunatly, Word also generates an IE only HTML document (I don't have the program anyway)
Google Docs might be a good choice though; it's worth a try. Thanks for the tip.
Unfortunatly, Word also generates an IE only HTML document (I don't have the program anyway)Google Docs might be a good choice though; it's worth a try. Thanks for the tip.
This does not feel like a real beast companion substitute. It both has constant, poor damage, and constant, incredibly frail health. The fact that it does not scale is perhaps most damning -- I understand the concept of your entry is that the ranger has a hamster as their beast companion, but as presented here, it isn't a viable alternative for the majority of campaigns.
However, I think the entry presented here would work much better as an arcane familiar (cannon of the entry aside). 1 temp hp and minor action "ask for advice" makes an interesting familiar benefit -- perhaps MGSH s should be paragon tier familiars? Though if you ultimately end up going the familiar route, its untyped +1 bonus to hit should be removed for balance reasons.
qube's miniature giant space hamster
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This does not feel like a real beast companion substitute. It both has constant, poor damage, and constant, incredibly frail health. The fact that it does not scale is perhaps most damning -- I underst
None of them are married to the rules as written because they're better, more flavorful monsters because for it.
how do you figure? would they be worse or less flavorfull if their defenses matched their stats?
Just to preface this, I agree that attributes should give an indication of how a creatures defenses will look. But I don't think being married to the forumla is a good thing either. I think we can agree that the flavor of a creature is still the most important part of the design process. After all everything just gets boiled down to numbers and variables in the end, the primary motivation to play with those numbers is to suite the flavor of your creature.
A thought experiment might help clear up my position on things. Say we are creating a tiny pixie, some sort of caster (lets say an artillery role) of level 12. By the book, one of the attributes in each defense set should be ~20 to get its defenses in line with the ~22 recommended for a creature of that level. The mental stats wouldn't be hard to justify for a pint sized caster like this, 19-21 Int, Wis, Cha are all possibilities. Having high dex makes sense as well, since it's such a small creature. But having a high Str or Con is counterintuative to what a pixie is, and odd on a creature thats barely larger than a guinee pig. So, we have a choice in our design. The STR score should probably be low, like 5-6, and the con score is left to determine more or less how strong our creatures Fort defense would be. We can:
bring one of those stats up to the appropriate score (20) so their defenses match the formula.
assume such a tiny creature is going to have a lower Fort score and drop that stat to say 14, giving it a Fort score 3 below it's other defenses to represent a weakness.
give it a more realistic number, like 6-7, and assume there is some alternative source to bring up the Fort defense to a less skewed number since we don't want the Fort defense to be 7 below the rest.
Which is the better way to go is somewhat subjective, on one hand you're keeping combat balanced by sticking closely to the formulas at the expense of realistic attributes (and thus skills & ability checks) while on the other you're creating monsters that are more realistically statted but might have their defenses fudged a bit to reflect their strengths and weaknesses without overly stacking or weakening one or more of these scores.
Personally, I much prefer entities that are built to work well at the level they are designed regardless of how much deviation from formula it took to get there. I think fudging what needs to be fudged is one of the most important requirements of a DM, and unless you never need to use a creature for more than a punching bag the attention to detail during creation will pay off in the end. I'm disinclined to create NPC shadows of my monsters to use when I could have a perfectly usable monster that was built with this inevitability in mind.
how do you figure? would they be worse or less flavorfull if their defenses matched their stats? Just to preface this, I agree that attributes should give an indication of how a creatures defenses will look. But I don't think being married to the f
The GMSH entry is based on the game Baldur's Gate (BG2 actually, as I didn't play BG1 much), where a bulky ranger Minsc had hit his head, and found his beast compagnion: Something he believes was a GMSH, while most likely it was a normal hamster. In the game, you have 3 slots for potions/wands, and Boo (the hamster) takes one of these slots. (a.k.a. Minsc is only able to use 2 potion slots). As far as I know, that's the only thing Boo does. (AKA Boo is an animal companion, but in the game, he doesn't act like an animal companion).
So indeed, Mechanically, as for the animal companion feel, the GMSH doesn't indeed doesn't have it ... but only a fool would send a hamster into combat (seriously. hamster meet mace, mace meet bloodsplatter). Instead, I opted to make use of a animal companion, to grant the ranger an new set of class features. instead of the two weapon fighting (use non-off hand weapon in off hand, and gain the toughness feat), the GMSH grants his user higher bonus to attack, and temporary hp.
As for being a familiar, that's indeed a good point. I never thought of making the GMSH a familiar, but now that I think of it, indeed he was Minsc's familiar. But as explained, the GMSH is based on / a tribute to Baldur's Gate. and since rangers don't have familiars but animal companions ...
@Barp indeed, as I was sleeping it over, I came to a simelar conclusion: removing a dependancy, makes it possible to create creatures that were previously impossible to make.
@Veok, about the GMSH
Show
The GMSH entry is based on the game Baldur's Gate (BG2 actually, as I didn't play BG1 much), where a bulky ranger Minsc had hit his head, and found his beast compagnion: Something he believes was a GMSH, while most l
Welcome to the XDMCs, Roxas. You should know, however, that this is a Fourth Edition competition.
My 3e is rusty, but it looks like a good submission; just the wront ruleset. Roxas1364, maybe you can rework it in 4e terms and post after the contest is over? Besides, I have a soft spot for Harry Potter stuff. :D
well currently me and my friends play 3.5 edition but i will try to get into fourth edition
My 3e is rusty, but it looks like a good submission; just the wront ruleset. Roxas1364, maybe you can rework it in 4e terms and post after the contest is over? Besides, I have a soft spot for Harry Potter stuff. :Dwell currently me and my frien
Per my wife's request...my submission to the contest. Comments/judging is encouraged and welcomed!
Rockdwelling Peashooter
The Rockdwelling Peashooter, or "Hooter" as dwarves disdainfully call them, are a race of tiny creatures which inhabit mountainous areas all over the world. The Peashooter is similar in appearance to the more common "Walking Stick" insect found in more arboreal regions. While not an insect, the creature's true classification has confounded sages and wizards alike for generations.
Its body is a mottled, stone-colored, "straw-like" tube, approximately 6-12 inches in length and sprouts four pairs of long, spindly legs that allow it to move with surprising speed. The tubular body is usually no more than a 1/2 inch wide except for a curious bulb-like section near the back third of the creature. At the other end is the creature's mouth; a ring of hard, very sharp teeth similar to that of a leech or lamprey. Slightly back from the mouth is a pair of long, frond-like antennae almost as large as the creature itself. It is believed that the Peashooter, apparently possessing no eyes or ears, uses these long hairs as a form of tremorsense, where it detects even the minutest of air currents to locate danger.
The Peashooter seems to exist for two reasons: eating rock and producing eggs. Dwarves generally report "annoying the stones from ya and wrecking perfectly good tunnels" as part of the creatures' existence as well. In a normal situation, Peashooters can be seen milling about on the sheer faces of mountainsides and cliffs, or wandering through caverns and tunnels underground. They bore tiny tunnels into the rock as they eat, which crisscross through the stone at seemingly random directions.
Dwarves hate the Peashooters because an entire colony of the "Hooters" can honeycomb large sections of rock in an alarmingly short period of time, weakening the area and making it prone to cave-ins. In fact, in virtually all encounters with Peashooters, some portion of the surrounding area is unstable, due to their tunneling. The instability may manifest in the form of weakened floors (pit traps or simply unstable ground), weakened ceilings (cave-ins), unstable rock formations (avalanches), etc. A successful passive Perception check (DC per DM's discretion) can alert PCs to the holes drilled by the Peashooters.
The Peashooters' tiny size and coloring make for an extremely effective natural camouflage when standing still on a rocky surface. In fact, detecting a group of Peashooters is quite difficult, even for dwarves. However, thanks to a quirk in evolution, the Peashooters often give themselves away by a curious sound they make. When a Peashooter is agitated or feels threatened, it begins making a hollow, reed-like "hooting" sound, like one might expect from a pan-pipe. Sages believe this hooting sound (which also gives them their nickname) comes from the Peashooters hyperventilating in preparation for combat. This sound can be clearly heard for upwards of 50 feet and even more in confined areas such as tunnels. A passive Perception check (DC 12) can alert PCs to their presence, though usually too late to avoid attack.
It is believed that the Peashooter is a sexless creature which produces and fertilizes its own eggs. However, the eggs require a living host in which to develop. Evolution has granted the Peashooters with a unique method of solving two problems at once; reproduction and defense: shooting "peas". The "peas" in question are actually the creatures' eggs, which are believed to be stored in the bulge near the end of its body. It fires these projectiles by inhaling deeply into the bulb-region of its body, then sharply contracting the area, launching the egg with tremendous force. A successful hit has a chance of embedding the egg within the body of the target.
When the egg embeds, it immediately starts drawing minerals (such as calcium) from the host's body. It does this rapidly, causing weakness and ill-health in its host. After a time, the larval creature hatches and begins eating its way free. Once the youngling erupts from its host, it is mostly grown, though not able to produce eggs yet. They try to escape the area as quickly as possible by drilling into the dirt.
Peashooters are surprisingly aggressive for such a small creature. They will attack any creature that comes within range of their eggs. Sages believe that the Peashooters instinctively know how fragile they are and seek to reproduce as quickly and often as possible.
Lore:
Nature/Dungeoneering (DC10): The Rockdwelling Peashooter can be found in any natural stone area such as mountains or subterranean tunnels. They blend into the surrounding area very well and are hard to detect.
Nature/Dungeoneering (DC15): Peashooters are called "Hooters" because of the hooting sound they make just before attacking.
Nature/Dungeoneering (DC20): A Peashooter's "pea" is actually an egg, which can cause disease-like symptoms in a victim struck by one. The disease makes the victim sick and weak, though still able to function normally.
Scenarios:
- The PCs are wandering through the wilderness on some quest or another and have to cross through a small ravine between two hills or mountains. The more observant members of the group may notice the holes drilled into the walls of the ravine or even the lack of natural "critter sounds". Shortly after entering the area, they hear a soft "hooting" sound coming from all around them and echoing from the surrounding walls. Then the barrage begins...
- While visiting a town in some remote mountainous area, the local magistrate contacts the PCs on a "vermin elimination" quest. The local miners have been ambushed by a colony of Peashooters within the mines and have rendered them unable to work. The town depends on the silver and gold mined for its commerce and the magistrate needs the Hooters to be cleaned out ASAP.
Rockdwelling Peashooter
Level 1 Minion Artillery
Tiny natural beast (earth, blind)
XP 75
Initiative +7
Senses Perception +2; tremorsense
Incessant Hooting (Fear) aura 3; creatures in the overlapping auras of 3 or more Rockdwelling Peashooters take -1 penalty to attack rolls
HP 1; a missed attack never damages a minion
AC 14; Fortitude 14, Reflex 20, Will 12
Speed 8, burrow 4
Bite (standard; at-will)
Reach 0; +5 vs AC; 2 damage
Shoot Pea (standard; at-will) ♦ Disease
Range 5; +8 vs AC; 3 damage. On a successful hit, target must make a saving throw. Failure indicates that the egg has embedded itself in the target and the target is now diseased. Success means the egg just bounced off after impact.
Burrowing Escape (move, recharge )
The Rockdwelling Peashooter burrows into the earth to escape melee combat. This movement does not provoke an attack of opportunity. The Rockdwelling Peashooter cannot be located without tremorsense until it surfaces (minor action). It will stay underground long enough to get to a safe place from which to make ranged attacks.
Blend into Surroundings (free, at-will)
If the Rockdwelling Peashooter is on a natural earth or rock surface and does not move during its turn, it gains +2 Concealment until it moves. Ranged attacks made by the Rockdwelling Peashooter do not end the concealment.
Alignment Unaligned
Languages --
Skills Stealth +9
Str 7 (-2)
Dex 19 (+4)
Wis 10 (+0)
Con 13 (+1)
Int 3 (-4)
Cha 10 (+0)
Peashooter Impregnation
Level 3 Disease Attack: +4 vs. Fort Endurance: Improve DC 17, maintain DC 13, worsen DC 12 or lower Initial Effect: The target loses a healing surge that it cannot regain until healed. 1st Fail Effect: The target loses a second healing surge. 2nd Fail Effect: The target loses a third healing surge and takes 1d4 damage. Final State: The target loses a fourth healing surge, takes 1d8 damage, and the baby Rockdwelling Peashooter emerges from the target's belly, stunning the target (save ends). Once the baby emerges, the target is no longer diseased and regains lost healing surges after an extended rest.
Optionals used: #8 Natural Camouflage, #10 Traps, #12 Unusual Movement
Per my wife's request...my submission to the contest. Comments/judging is encouraged and welcomed!Rockdwelling PeashooterThe Rockdwelling Peashooter, or "Hooter" as dwarves disdainfully call them, are a race of tiny creatures which inhabit mountain
Okay, here's my comments. I want to start off with a general comment. I'm big about mechanics - so if I notice something is off - I'll probably make a mention of it. If any of the mechanical "mistakes" I list below were intentional - I think it would have served your entry a lot by having an explanation of why. In other words - consciously breaking the monster creation guidelines is one thing - having an explanation to support it is completely different.
Required elements: Stat block might be okay for an animal companion - but the competition calls for a creature. In that respect - the entry fails on that level. Lore should be against Dungeoneering rather than Arcana since it is an aberrant creature.
Optional elements: House pet doesn't work since the MGSH doesn't have a "dangerous nature." Ritual and Type work for it. As for the others you list - "Immature" wouldn't work since it is a "Miniature Giant Space Hamster" - it is its own species - something which you mention specifically. Natural Camouflage would work - but I would have preferred to see it incorporated into the entry instead of mentioned as an aside.
Overall, the entry is kind of flat. Although it is presented in a reasonable format, this isn't a viable monster and I doubt that a ranger would opt for one as an animal companion since it is of limited use other than the comedic value of a space hamster. Creativity suffers since you are using an existing creature from another source as well.
Required elements: Solid information for all required items. I felt the scenarios were very well detailed and included interesting complications. I do want to highlight the mechanics a bit - but I'll do that at the end.
Optional elements: All of the mentioned optional items were well integrated.
Overall, I felt the statblock was poorly formatted. I realize that's an issue with copy/pasting HTML - but a couple of people mentioned a quick way to fix it and it stands as it is. I noticed a few grammatical errors as well. The creature itself would lend itself to a more whimsical campaign setting - but overall would be easy to incorporate the creature in.
In terms of the mechanics, you specifically make a note about adjusting the HP down in order to address the high damage output. I'm not real fond of this as a "balancing mechanism" in the first place, but secondly, the amount of extra damage is quite high. 3d10+5 on an at-will is the equivalent of something in the order of a level 15-20 monster - if not higher. To complicate it - if it goes on a frenzy - that damage gets all the worse.
Required elements: All required items are in there. In the stat block, the hand's HP is a little low (it should be 60, not 50). Choke doesn't mentioning how the action is maintained or if the attack needs to be repeated each round. Scenarios aren't fleshed out but provide the bare bones of what is needed.
Optional elements: No list of elements used, so I had to guess here. Unfortunately, I only see 2 elements (kleptomaniac and type).
On the matter of the monster itself, I have a hard time justifying its existence. If it is working on its own - why would it steal? What does it gain by stealing? To me, this creature would have been better served as created by a ritual (which would give you that elusive 3rd optional element) and used for the purpose of stealing for a person.
On the matter of senses, I think it makes more sense to give it blindsense or tremorsense - since a hand doesn't typically have optics on its own. That's a minor point though.
Otherwise, the entry pays a nice homage to the Crawling Claw from earlier editions.
Required elements: All required items are in there. The squib hit points are all over the place. A level 2 soldier with 10 Con should have 34 hit points - the white is listed with 28 and the blue with 38. The yellow should also have 34, but only has 30. The green should have 28, but only has 24. The red should have 40, but you have it at 50. Since I see no indication or explanation for why you've seemingly added random hp - I have to assume it is a mistake. In addition, I'm not seeing attack bonuses that would reflect the role of the creature. Soldiers typically have higher attack to hits than brutes - yet in the case here - all three have the same attack bonus. For that matter, other than the differing auras and the elements associated, they fill pretty much the same niche role here. In other words - you may have called them Brute, Soldier, Skirmisher and Artillery - but they all feel like one thing - probably skirmisher. The lore information is also reflecting a number of different knowledge checks when arcana would be most appropriate (Elemental).
Optional elements: As mentioned the multiple roles doesn't really work for me. Mechanically, the squibs are all one role even if you've stated that they are different. Kleptomaniac seems fine enough. Unusual movement though - this isn't really a movement type - this is a power that allows them to teleport. When I look at a movement type - I look at the speed entry - as in - this is something they use a move action for. Since this is only an action they can take in response to something else - I'm hesitant to call it a movement mode.
I like the idea of the squibs - but when I saw how similar they were, despite the intention of having different roles - I was disappointed with their execution.
Required elements: All required items are in there. Unfortunately, some of the crunch is a fair amount off. A level 17 elite artillery with a 24 con should have 264 hit points. A base defense for a level 17 artillery should be 29 - modified by ability scores and then by the fact that he is an elite. Fortitude and Will defense are exceptionally low. It is very odd to me that he doesn't have any sort of resistance or immunity to fire as well.
Optional elements: The minimum requirements for the optional items have been met. Most of them are pretty cut and dry - so its not really a matter of integrating them in this entry - though they don't stand out as inappropriate or anything like that.
Some of the description left me wondering what you were thinking. "Smoker is constantly puffing off a cloud of ash and smoke, which rises up to hang in the air about his shoulders for but a moment before crashing down to the ground around him - completely concealing his core body." - up to his shoulders is not so high off of the ground... Just doesn't seem all that impressive.
Otherwise, I felt he works well as a little big boss and having him as a merchant power certainly allows a number of different scenarios to work with him.
Unfortunately, since this competition is 4e - your entry is invalid. Even for a 3.5e entry though, I feel it could use some work. Things to note for the future:
1. Pay attention to the required elements. Even for 3.5e - the required elements are not fully stated - which would net you a 0 in themes. 2. Pay attention to the optional elements. These competitions require at least 3 of the optional elements. Unfortunately, you didn't detail any of them in your entry. This would also net you a 0 in themes.
In terms of creativity - the garden gnome is mechanically a tiny gnome. It really doesn't have a lot more going for it and the abilities are essentially the same. As you might guess, this would negatively affect your creativity.
Thanks for entering - in the future take care to read the entire contest submission details and that will help you immensely.
Required elements: All required items are in there. You missed including the range for the ranged basic attack and the type for the Resist 20 listed (though clearly you intend fire). Likewise, you should mention whether the melee basic is Reach 0 or if they can target opponents in an adjacent square. Other than that - the crunch is solid.
Optional elements: The minimum requirements are met and are incorporated. Like the Tiny Titan - you have elected to use some of the more cut and dry options - so its not really a matter of integrating them - but they do make sense and work for the entry.
Overall, I felt the entry had a good background to it, and while it didn't shine overall on its own - it was solid.
Required elements: All required items are in there. The crunch is appropriate for the most part. The damage for the minion seems high for a level 2 minion though. For the controller, it seems high when compared to the adult carrion crawler - something to think about there. Otherwise, the formatting, as you know, doesn't help you - but that is what it is.
Optional elements: The minimum requirements are met and are incorporated. Not much else to say about them.
I found the immature carrion crawlers to be well flavored and work well - including the explanation why the hatchling doesn't have a poison-based attack (though I would've preferred it to have a much weaker attack with an effect than to have the high-damage one you have listed).
Required elements: All required items are in there. The crunch is almost perfect - no range value for the blindsight. Otherwise, the mechanics of the attacks seem a little powerful - a standard action attack and then an at-will minor if the attack succeeds.
Optional elements: The natural camouflage entry doesn't really work for me. Clearly it can pretend to be a jewelry box - no question there. However, the element required it gain a bonus to AC or a benefit of cover - neither of which is mentioned in your entry.
I like the occasional mimic to really screw with overly greedy players - and this one fits the bill as "hey careful where you stick your hands" quite well.
Make sure to keep responses to the comments in sblocks for the sake of the other judges. Thanks.
Okay, here's my comments. I want to start off with a general comment. I'm big about mechanics - so if I notice something is off - I'll probably make a mention of it. If any of the mechanical "mistakes" I list below were intentional - I think it would
Qube's Miniature Giant Space Hamster (Animal Companion)Show
Creativity is hurt as the MGSH isn't exactly an original idea. Still, making it into a companion showed some creativity, so it's not terrible. I threw in a couple extra points for actually finding a picture of Minsc with Boo. Well done. While cute, it seems that the only point for it is for fluff and roleplaying opportunities. I guess from that perspective, it achieves its goal. Unfortunately, it requires a beastmaster ranger, which requires the Martial Power book. As the contest assumes the DM to possess the core set of books and DDI, you lose points there. I actually had to borrow the book from a friend to even figure out what you were talking about. Core themes were successfully achieved, but I think you REALLY had to stretch to get your optionals in. "Housepet" doesn't apply (IMO) because it explicitly states in the element text "...despite its dangerous nature." The MGSH doesn't come across as "dangerous." "Aberrant" is really pushing it too. You can make a case for it, but I'd lean more towards a "natural" type for the critter. The "ritual" part is workable, though statting out the actual ritual would've been better. Clarity was very good though. Well-formatted and easy to read. A link to the Wikipedia page would've been nice, but not required.
PowerAttackForTwenty's Air Jelly (Level 7 Elite Skirmisher)Show
An interesting entry, this. I liked the idea, though I think the implementation was off. Flying jellyfish isn't the most original idea, though it's definately one that you don't see often. The bonding aspect is a nice twist, adding a sort of "familiar" idea to the creature. Unfortunately, I can see players wanting their own Air Jelly to bring home and nurture. I think you should've addressed this possibility. I also question the damage numbers supplied, specifically for the "Driving Force" attack. It's a JELLY that can phase! How hard could it really hit something? Certainly not enough for 3d10+5 damage. Dropping that down to something along the lines of a morningstar or club seems more appropriate to me. The "Master!" power is a little off too. It allows the jelly to pick and choose its "masters" at will. Yet the text implies that the jelly bonds to a specific individual soon after birth. The 10 square proximity seems a little big to me too, as most battlefields aren't much bigger than that. Dropping it down to 5-7 squares might be better. This would alter the "Protect the Master" power as well perhaps. That power should be worded so that the jelly makes an attack upon the master's attacker, not just anyone. The "Avenge the Master" power needs to go. It essentially gives the jelly an extra action point every turn. Not even demon lords get that. It should be a one-time boost that maybe recharges when bloodied. "Transparent" should be phrased to give a concealment bonus. Also, with a 13 Int, I'd expect it to have some kind of communication ability or language; but that's nit-picky. Core themes were achieved. Optionals were successfully integrated, though not as strongly as I'd like. Still, one can argue their validity pretty well. Clarity immediately took a hit because of the very large formatting on the stat blocks. In your defense though, I haven't seen many blocks that DO look good, so I took pity on you. Other than the stat blocks though, everything was clear and easy to read.
Creativity took a major hit, as this style of monster is already present in Open Grave. The idea of a "thieving" hand is interesting though, so you got some points back for that. The stats for this monster are somewhat inflated compared to its sibling monsters in OG. For example, the "Crawling Claw Swarm" has 53 hp and it's a Lvl 4 monster comprised of many individual hands. I think the "Crawl Up Leg" idea is good, but needs adjustment. It should be similar to the stirge's bite attack which does not grant CA, but does offer the stirge an AC bonus. The "Choke" is also interesting, though could be difficult to run in a combat. The Hand should also have a power involving stealing, since that's kind of the primary feature of the monster (based on its name). Core themes met and optionals mostly achieved, though the "housepet" concept is strained a bit. Though "Thing" is an example of such a pet, so I guess it could work. Clarity was good; easily read and no major writing flaws.
I must admit I had to smile reading this entry. The idea of a bunch of thieving "Dots" (remember the little jelly candies?) squishing around blasting stuff with elemental attacks while making little Nintendo "plopping" sounds just made me giggle. While the "Jelly" concept is nothing new, making color/element-based ones is very good. Even better is that each color is slightly different than the others, thus avoiding a "cookie cutter" mentality where just the attack methods change. I could see a DM throwing in random encounters with squibs in them as 3rd party interlopers, interfering in battles, etc. Stat blocks seem well-designed and balanced. My only concern is the number of temp hps that the squibs gain from an attack. I haven't seen many powers in 4e grant more than a handful of temp hps at any given time. The idea of dropping 15-20 temp hps after an attack seems a little unbalanced. An interesting twist on the idea would be to have the squib absorb the damage and "grow" to a new size. For example, for every time a blue squib absorbs 2x its max hps in cold, it grows to the next largest size with an additional 1/2 max hps. So it would go from tiny to small with 57 hps. Then if it took 114 hps in damage, it would go from small to medium and 85 hps. Something to think about. Core themes addressed and optionals as well. The thieving part is a little shaky, but workable. The rest are solid. Clarity was good with easy-to-read stat blocks. Grammar/spelling could use some work, but wasn't significantly distracting. More info on what kinds of alchemical reagents the squibs went after would be nice. Otherwise, a solid and entertaining entry.
Barmp's Smoker, the Tiny Titan (Level 17 Elite Artillery)Show
Wow. This is an outstanding entry. Very creative, not only with the contradictory "tiny titan", but also implementing a unique boss creature. Excellent backstory/fluff and some very interesting adventure hooks. I could see PCs being approached by Smoker in an attempt to acquire an artifact or object they have; he'd be an interesting NPC to play. I like that everything one needs to run Smoker and his entourage are right there in the description, or available in the MM; very accessible. I could see Smoker being a recurring villian in an adventure/campaign (and might just steal him for that purpose). Thematically, this entry is right on. Plenty of scenarios, lore and background info, but not too much. I didn't exhaustively check the stat blocks, but they appear to be pretty accurate, or at least appropriate. I question the inclusion of the "burrowing" movement as being somewhat forced. I don't think that a fire creature is normally predisposed to burrowing at will. A magma-based creature perhaps, but not an ash/fire. Still, it's a minor quibble that could be argued either way. Some minor misspellings/grammatical errors in the text, but the stat blocks are excellent and the overall formatting/flow is very good.
Roxas1364's Garden Gnome (Third Edition PC race)Show
Being a 4e competition, this 3e submission just doesn't fit. Also, we were looking for a tiny creature, not race. So unfortunately, I have to give this one a zero for scoring purposes. I can still comment though.
I love the Harry Potter tie-in. I haven't seen many people try to incorporate HP in to the D&D realm. My 3.x knowledge is quite rusty (not even sure where my books are at this point), so I can't really judge whether this entry was presented accurately or not. I like the creativity of making a new race, rather than just documenting another tiny critter. The usability of this race is limited to NPCs, I'm thinking. Can't imagine why a PC would want to build a Garden Gnome adventurer...? Still, it could make for an interesting diplomacy encounter. Thematically, there's very little that matches up, so I have to dock marks there. Clarity is pretty good; all required information is presented in an easy-to-read format. It just doesn't apply in this competition. Try giving it a 4e flair and I think you'll have an interesting idea to develop here.
The introductory text seems out of place within D&D; implying modern-day technology to discuss a fantastic creature...? Reworded to take place within a wizarding academy, I could see it. As is? Not so much. Stat block refers to "infravision". I believe that particular pre-4e trait went the way of the dodo with the new version. "Burst of Flame" seems grossly overpowered for a) a blast effect and b) a 1st level creature. Also, you can't have an encounter power that recharges 1/6 of the time; that's an oxymoron. I didn't fully check either creature's stat blocks for mathmatical accuracy, so I can't judge there. I don't really understand the reason for the Consumer's movement rule of "at the end of any turn, the Consumer must be no more than one square above a horizontal surface"? What difference does that make? Perhaps "hover" is more along the lines of what you're looking for. I question the mechanics of "Jet of Living Flame". Specifically, the part about "any creature in a square to be occupied by the Consumer...". Wouldn't the Consumer deliberately attempt to occupy the space of a target? Under what conditions would the Consumer NOT do this? While creative, I can't really see any compelling reason to include these little critters in a campaign. The 2nd scenario might be interesting, but you could theoretically have hundreds of Firemotes running amok. It'd be like herding cats! You did hit the themes well though. Solid points for that. Readability and clarity were good, though I was scratching my head at your choice of terminologies during the intro. Otherwise, a good entry.
I believe it's normal to put "1" for HP for a minion. "Spider Climb" seems a bit redundant, as the climb speed and move speed are the same anyhow...? While I like the attempt at the ecology of the carrion crawler, it didn't take a tremendous creative burst to come up with this. Usability is high though, as it adds more flexibility to one of the classic D&D monsters and makes it accessible to those of lower levels. Stat blocks seem workable and complete. Themes are met, though the text of "immature" makes me hesitate a little on it. It refers to the tiny creature being a form of a huge or gargantuan creature. True, there is an "enormous" (huge) carrior crawler statted in the MM, they are quite rare (as admitted in your own text). Seems almost a cop-out, but it's feasible enough to work. Minor issue. Clarity took a minor hit here with the lack of formatting, but I can understand the reason. As it stands, aside from the erroneous formatting code at the beginning, the entry was readable and usable.
I love the idea of animated furniture! Ever since I saw a Muppet Show episode with furniture that came alive, I've always thought it was a perfect terror-element. Unfortunately, this particular creature doesn't make me do cartwheels. How exactly does the box have resist 5 all and still be vulnerable to force? Isn't force part of "all"? "Confounding Interdiction" lists "attack bonus vs target defense". I'm thinking you meant to put some numbers in here; otherwise it's pretty vague. I'm having a tough time swallowing the "incredible toughness" of the box. It's explained fine; it's just hard to swallow. In addition, no information is given concerning how the box is actually animated. I assume this is just a side-effect of it being Sapient Pearwood, but that's just plain odd. I'm thinking a ritual to animate the box would be better. I'm also having trouble swallowing the level and relevant stats of the box. It just seems REALLY high for an aggressive storage device. Knocking it down into the 3-4 level range would be more convincing to me. A chest of drawers or trunk could possibly be level 14...but not a jewelry box. Also, I found the several dozen legs appearing under the box to be rather absurd. Granted, it's a magic box, but still... Usability is somewhat limited too, given the restrictions on who would actually own such a box. Themes are mostly good, though the camouflage one made me groan like a bad pun. Still, themes were met. Clarity was good. Entry was easy to read and information was well presented. I love the idea. I'm somewhat disappointed with the execution.
My comments, also sblocked:Qube's Miniature Giant Space Hamster (Animal Companion)
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Creativity is hurt as the MGSH isn't exactly an original idea. Still, making it into a companion showed some creativity, so it's not terrible. I threw
Confounding Interdiction is just a charge (i.e., melee basic) attack, the extra verbage was just left over from using Qube's format (he even mentioned it to me, and I still couldn't find what he was referring to until now. Regarding Resist / Vulnerable: Totally valid -- it simply means that once you breach a certain threshold of force damage, it effectively does normal damage (since the resist / vuln values are the same). It's in the PHB, I can find the relevant page if you'd like. Also, my entry was a tribute to Terry Pratchit's discworld, in which case things such as the level, resistance, and damage make more sense in-universe context. Unfortunately, I realized going into this that not everyone would be familiar with discworld. Thanks for the comments.
Since the box is a homunculus, and the homunculi in the MMs don't have any animation info, I didn't see fit to include that information.
Whoops! That'll teach me to double-check the optional elements instead of making assumptions based on their name!
Guilty as charged. -_-
These forums can make some funky formatting happen. SOrry Telin...
@Clanbattlerage
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Confounding Interdiction is just a charge (i.e., melee basic) attack, the extra verbage was just left over from using Qube's format (he even mentioned it to me, and I still couldn't find what he was referring to until now.
Qube's Miniature Giant Space Hamster (Animal Companion)Show
Creativity is hurt as the MGSH isn't exactly an original idea. Still, making it into a companion showed some creativity, so it's not terrible. I threw in a couple extra points for actually finding a picture of Minsc with Boo. Well done. While cute, it seems that the only point for it is for fluff and roleplaying opportunities. I guess from that perspective, it achieves its goal. Unfortunately, it requires a beastmaster ranger, which requires the Martial Power book. As the contest assumes the DM to possess the core set of books and DDI, you lose points there. I actually had to borrow the book from a friend to even figure out what you were talking about. Core themes were successfully achieved, but I think you REALLY had to stretch to get your optionals in. "Housepet" doesn't apply (IMO) because it explicitly states in the element text "...despite its dangerous nature." The MGSH doesn't come across as "dangerous." "Aberrant" is really pushing it too. You can make a case for it, but I'd lean more towards a "natural" type for the critter. The "ritual" part is workable, though statting out the actual ritual would've been better. Clarity was very good though. Well-formatted and easy to read. A link to the Wikipedia page would've been nice, but not required.
> Creativity is hurt as the MGSH isn't exactly an original idea.
Why? In the wiki I read "Creativity measures the originality of a particular submission or how well it takes an existing idea and converts it into game terms."
Obviously, I went for the second option ...
> While cute, it seems that the only point for it is for fluff and roleplaying opportunities.
the creature itself? yes. the things it does? no.
> requires the Martial Power book.
I did not know that martial power (or the beastmaster ranger) was not available for DDI members. Edit: isn't in the character builder - which is available for DDI?
> "Housepet" doesn't apply
in retrospect, that's true
> "Aberrant" is really pushing it too
As it is a gaint miniature space hamster, abarant seemed IMO logical (unless outer space is somewhere else then the Far Realm?).
Required elements: Stat block might be okay for an animal companion - but the competition calls for a creature. In that respect - the entry fails on that level. Lore should be against Dungeoneering rather than Arcana since it is an aberrant creature.
Optional elements: House pet doesn't work since the MGSH doesn't have a "dangerous nature." Ritual and Type work for it. As for the others you list - "Immature" wouldn't work since it is a "Miniature Giant Space Hamster" - it is its own species - something which you mention specifically. Natural Camouflage would work - but I would have preferred to see it incorporated into the entry instead of mentioned as an aside.
Overall, the entry is kind of flat. Although it is presented in a reasonable format, this isn't a viable monster and I doubt that a ranger would opt for one as an animal companion since it is of limited use other than the comedic value of a space hamster. Creativity suffers since you are using an existing creature from another source as well.
As I said in the entry, I'm making a creature, just not a monster
> I doubt that a ranger would opt for one as an animal companion since it is of limited use other than the comedic value of a space hamster.
I disagree - a two weapon ranger gets a larger die on off hand weapon, and toughness - carring a GMSH, he instead would get +1 to attack, 1 temp hp each round, and +1 to knowledge/insight checks.
> Creativity suffers since you are using an existing creature from another source as well.
Why? In the wiki I read "Creativity measures the originality of a particular submission or how well it takes an existing idea and converts it into game terms."
Obviously, I went for the second option ...
= question, but as its not my intend to influence the third judgeShow
> Creativity is hurt as the MGSH isn't exactly an original idea.
> Creativity suffers since you are using an existing creature from another source as well.
In the wiki I read "Creativity measures the originality of a particular submission or how well it takes an existing idea and converts it into game terms."
did I misinterprete something? I took an exiting idea, and converted it to 4th edition ...
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> Creativity is hurt as the MGSH isn't exactly an original idea. Why? In the wiki I read "Creativity measures the originality of a particular submission or how well it takes an existing idea and converts it into game terms."Obvio
In a Spelljammer sense, space would be the equivalent of the Astral Sea, making the hamster, technically, an immortal. In a physics sense, space would be deemed part of the natural world, making the creature a natural creature.
In either sense, the Far Realm would be some alternate dimension that was so alien a mere glimpse at it would drive men mad. MAD, I say!!
Whether a realm from which giant miniature space hamsters hail is such a realm, I will leave to others to ferret (pun intented) out. :P
Qube
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As it is a gaint miniature space hamster, abarant seemed IMO logical (unless outer space is somewhere else then the Far Realm?).wrecan's response
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In a Spelljammer sense, space would be the equivalent of the Astral Sea, ma
Wow. This is an outstanding entry. Very creative, not only with the contradictory "tiny titan", but also implementing a unique boss creature. Excellent backstory/fluff and some very interesting adventure hooks. I could see PCs being approached by Smoker in an attempt to acquire an artifact or object they have; he'd be an interesting NPC to play. I like that everything one needs to run Smoker and his entourage are right there in the description, or available in the MM; very accessible. I could see Smoker being a recurring villian in an adventure/campaign (and might just steal him for that purpose). Thematically, this entry is right on. Plenty of scenarios, lore and background info, but not too much. I didn't exhaustively check the stat blocks, but they appear to be pretty accurate, or at least appropriate. I question the inclusion of the "burrowing" movement as being somewhat forced. I don't think that a fire creature is normally predisposed to burrowing at will. A magma-based creature perhaps, but not an ash/fire. Still, it's a minor quibble that could be argued either way. Some minor misspellings/grammatical errors in the text, but the stat blocks are excellent and the overall formatting/flow is very good.
Required elements: All required items are in there. Unfortunately, some of the crunch is a fair amount off. A level 17 elite artillery with a 24 con should have 264 hit points. A base defense for a level 17 artillery should be 29 - modified by ability scores and then by the fact that he is an elite. Fortitude and Will defense are exceptionally low. It is very odd to me that he doesn't have any sort of resistance or immunity to fire as well.
Optional elements: The minimum requirements for the optional items have been met. Most of them are pretty cut and dry - so its not really a matter of integrating them in this entry - though they don't stand out as inappropriate or anything like that.
Some of the description left me wondering what you were thinking. "Smoker is constantly puffing off a cloud of ash and smoke, which rises up to hang in the air about his shoulders for but a moment before crashing down to the ground around him - completely concealing his core body." - up to his shoulders is not so high off of the ground... Just doesn't seem all that impressive.
Otherwise, I felt he works well as a little big boss and having him as a merchant power certainly allows a number of different scenarios to work with him.
Thank you both for the comments, I greatly appreciate feedback! I'll address each individually.
Regarding the crunch of the statblock, you found a few of the things I missed when I transferred from my (disorganized) written notes to the forum formatted entry. I had originally created Smoker as a higher level creature and forgot to change the hit point values when I made some of the final edits. I also had given him Resist: Fire 20, Vulnerable: Cold 20, in the monster editer but forgot to put the lines into the statblock. I missed both these things when I proofread the entry, I just needed another set of eyes to notice them. On his defenses, I've previously posted something to this effect but I felt that the higher AC and Reflex fit a tiny creature, while lower than base Will and substantially lower Fort defenses were appropriate for a creature like Smoker. After all, he's barely larger than a foot tall and is essentially a living coal.
As for the description; Smoker is modeled after a volcano, or an eruption at least. The puffing clouds of ash are as that which spew up from a volcano, a pyroclastic surge is when the ash is too heavy for the air - as the description it hangs about the volcano a short time and then crashes to the ground and flows out in a wave. While this is an impressive event, it's not intended to make Smoker appear initmidating or impressive - it's an attempt to describe why he has hot ash and smoke flowing about him at all times. His aura is a result of this, the Pyroclast Surge encounter power is directly related to it, and I thought it would give a better visual of what Smoker looks like for the players. It might have been easier to say "Smoker is constantly surrounded by waist to shoulder height clouds of ash and dust - think Pigpen from Charlie Brown - which conceals all but his arms and head." but I didn't think that quite conveyed the idea. /shrug Describing him was definiately the most difficult part of the contest for me, and I went over my entry a number of times before entering trying to clear things up and flesh him out - I'm sure if I went over it again now I would have more to add or augment as well.
I really didn't expect to get a glowing review, so I'm a little short of things to say. Thank you, I'm glad you liked it! Responding to the burrowing movement, I felt it was appropriate as Smoker is so connected to volcanic activity but I realize that I probably didn't explain that angle well enough to connect the dots. His eruption power basically required a burrow action to make sense (in my mind), and I thought it tied him to his elemental roots as the 'essence of vulcanism' for lack of a better term. As I said above to TelinArtho, the description was by far the most challanging aspect of the entry and it's where I spent the vast majority of my time - and still I could do so much more.
If I learn from failure next time will be better! Right?
Barmp's Smoker, ClanBattlerage's comments
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Wow. This is an outstanding entry. Very creative, not only with the contradictory "tiny titan", but also implementing a unique boss creature. Excellent backstory/fluff and some very interest
General comments: powers don't really need flavor text, and they're not proper Stat Block formatting. I had sympathy for entries with ugly forum formatting, but the people who rose above the new forums did get a little extra love in the Clarity department. I'm not too nitpicky on number crunching or spelling/grammar, but entries that do a flawless job in either department will see a return from it. Individual comments follow:
While this isn't the first time that the magnificent and noble Miniature Giant Space Hamster has made an appearance in the XDMCs, adapting the creature for use as an animal companion was a good thought and an interesting spin on the theme of the competition. On the other hand, I feel compelled to give a higher Creativity score to entries that present a new and unique idea as compared to those that adapt existing concepts to the 4e ruleset, however cleverly they do so.
When it comes down to brass tacks, I'm not convinced that the MGSH as presented would be a practical choice as an animal companion. The frailty and non-combat oriented nature of the Hamster would make it impractical for the Ranger to use most Beast powers, which kind of defeats the purpose of the animal companion-having build from a gameplay standpoint. Personally, I don't think that the handful of bonuses granted by the pet make up for losing access to most of your build's features.
The fact that the Ritual for Element 9 is core material, rather than a Ritual created by the entrant for this competition, is a bit of a bummer. The optional elements are a bit on the weak side overall, in my opinion. The organization of the entry is excellent, and the formatting is logical and consistent. The stat block leaves a little bit to be desired, but the entry is well-presented and very clear overall.
I like the concept here, but I'm not in love with the design. Reduced HP or not, giving a creature the ability to use an Action Point every round (for all intents and purposes) is pretty brutal, especially given that one of the suggested scenarios recommends killing off the Jelly's master early in the fight. Both the creature's damage potential and the number of powers available to it would be more appropriate for a higher-level monster.
Aside from the stat block, the entry is well-formatted and easy to follow. All in all, this is one of those entries that just flies a bit too close to the sun, in my opinion; it's a good concept, but a difficult one to execute within the ruleset. There are worse things than low Usability / high Creativity, in any case; the trick, though, is to find a creative concept that can be cleanly expressed within the ruleset. Again, I think that the entry has imagination to spare, and I look forward to reading your entries in future competitions.
I like this one. The creature is fun and interesting, and the entry's brevity is refreshing. The rules for the critter's powers are fairly weird and don't click especially well with 4e mechanics, but are well-enough detailed to make them reasonably usable, when it comes right down to it. The Hand's powers do a good job of complimenting the feel of the creature, which is good for points in Creativity. The design is clearly in the service of the concept, and the result is sure to make for an interesting fight. That said - I am worried that some players would just find an encounter with the Hand frustrating, which is a bit of an issue.
The required elements are all present, and the entry does a good job of satisfying optional elements 4, 6, and 11. The formatting is solid, and the writing is flawless aside from some "its/it's" confusion. The optional elements included should be listed, but otherwise this is a solid entry.
An appealing and imaginative concept, executed with plenty of attention to detail. The fluff does a good job of bringing the creatures to life; I can see where they could be either likeable or infuriating, depending on how the party comes into contact with them. The number and variety of encounter scenarios are a credit to you, as well.
The effects of the creatures' auras should probably last for as long as a target is within the aura, rather than being "Save Ends." Apart from that, I'm fine with the mechanics. The optional elements are well-integrated; for the sake of #7, I'm assuming that the White Squib was supposed to be a Controller. For "unusual movement," I would normally have expected something that would be listed under the creature's speed; still, it fits the bill in terms of the spirit of the element as far as I'm concerned, so I'm counting it. The formatting is excellent, Stat Blocks and all.
This is simply a first-rate entry across the board. The creature is funny and engaging, and the entry provides plenty of lore and background information to support the core concept. This is a good example of how to make a creative concept work with the rules, rather than against them. The formatting and presentation are top-notch, and both the required and optional elements are well-satisfied. Providing a sample encounter was a good touch, too. Absolutely excellent work all around.
A decent entry all around, but perhaps not the most engaging. The Ritual element would be stronger if summoning a Firemote could be of use to a party, I think. Also, the huge level gap between the Firemote and the adult Consumer would make it difficult to tie the two together within a campaign. I have no major complaints with this one, though.
I like this one. The whole idea is nice and grim, and the mechanics do a good job of playing into the concept. I'm always slightly more impressed with entries that create something entirely new, but exposing the grisly hatching rituals of an existing creature is an interesting twist. The encounter scenarios aren't quite as inspired as I might like, and suggesting a sample encounter (or simply a recommended Young-to-Hatchling ratio) would've gotten extra points out of me. The Stat Blocks aren't exactly pretty, but they get the point across, and that's what matters. A good entry overall.
A nice entry, and a good reference; the aura of menace is an especially nice touch. As much as I adore the tip of the hat to Terry Pratchett, I have to dock the entry a bit on Creativity for being somewhat derivative. All in all, though, the entry works well; the mechanics have a nice flavor to them, the adventure scenarios sound like a lot of fun, and the suggested encounters are a good thought. Element #8 is a bit weak, but I would've believed "Pet." Solid across the board.
My scores are in!General comments: powers don't really need flavor text, and they're not proper Stat Block formatting. I had sympathy for entries with ugly forum formatting, but the people who rose above the new forums did get a little extra love i
While this isn't the first time that the magnificent and noble Miniature Giant Space Hamster has made an appearance in the XDMCs, adapting the creature for use as an animal companion was a good thought and an interesting spin on the theme of the competition. On the other hand, I feel compelled to give a higher Creativity score to entries that present a new and unique idea as compared to those that adapt existing concepts to the 4e ruleset, however cleverly they do so.
When it comes down to brass tacks, I'm not convinced that the MGSH as presented would be a practical choice as an animal companion. The frailty and non-combat oriented nature of the Hamster would make it impractical for the Ranger to use most Beast powers, which kind of defeats the purpose of the animal companion-having build from a gameplay standpoint. Personally, I don't think that the handful of bonuses granted by the pet make up for losing access to most of your build's features.
The fact that the Ritual for Element 9 is core material, rather than a Ritual created by the entrant for this competition, is a bit of a bummer. The optional elements are a bit on the weak side overall, in my opinion. The organization of the entry is excellent, and the formatting is logical and consistent. The stat block leaves a little bit to be desired, but the entry is well-presented and very clear overall.
> While this isn't the first time that the magnificent and noble MGSH has made an appearance in the XDMCs,
Oh? I was unaware of that. edit: I can't seem to find it. do you recall which one?
> would make it impractical for the Ranger to use most Beast powers, > which kind of defeats the purpose of the animal companion-having build from a gameplay standpoint. > Personally, I don't think that the handful of bonuses granted by the pet make up for losing access to most of your build's features.
True. However, nothing forces the ranger to take beast powers. (in Baldur's Gate, Minsc also doesn't attack with his animal companion).
Mechanic-wise, my entry indeed boils down to 'class abilities disguised as creature'. However, looking at how 4e works, I have no problem with that.
Practically, the ranger trades in a larger off-hand weapon die and the toughness feat, for +1 to attack, 1 temp hp each round, +1 on knowledge/insight; so I don't really agree to your colorring of 'a handfull bonusses' to 'most of your build's features'
> The optional elements are a bit on the weak side overall, in my opinion.
Its the price of adaptating a existing concept. (the more you build toward specific requirements, the less you stay true to the original idea).
> The stat block leaves a little bit to be desired,
except for the flavor text, I tried to stay as true as possible to the stat block of a animal companion
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> While this isn't the first time that the magnificent and noble MGSH has made an appearance in the XDMCs,Oh? I was unaware of that.> would make it impractical for the Ranger to use most Beast powers,> which kind of defeats the p
The judges' scores have been compiled. As soon as the judges confirm the scores, they will be posted. I'll give the judges until Sunday to confirm the scores.
The judges' scores have been compiled. As soon as the judges confirm the scores, they will be posted. I'll give the judges until Sunday to confirm the scores.
Not sure where some words went but 'Fire' was in its own box somehow on googledocs and disappeared :/ i'm annoyed with that and the formatting snafu. The range thing was an oversight on my part (i flaked)
In re: the consumer not making it to the same campaign thing, you're kinda right and that was my intent. I meant for it to be a chicken-before-egg situation, I actually used the firemote under a different system as an intro scenario bridging campaigns in the same setting - an invading army had used Consumers and been beaten back. The next campaign took place immediately following/semi concurrently with the previous and firemotes were one of the issues a low level mage had to deal with (and explain to the authorities that it was a natural consequence of the consumer and not a new attack).
In re the flavor text being 'not fantasy enough' - lol really? i mean... really? I'm kinda dumfounded by that and don't know how to respond other than with a laugh.
Also - not to be a huge forum newbie, but - how do i code a spoiler block, cutting and pasting other people's blocks didn't work for me :/
Woot it worked, thanks Qube!
I'm not really comfortable with commenting on comments, but figure since it's the culture...First - Thank you for the praise and for judging - it isn't not an easy job.Not sure where some words went but 'Fire' was in its own box somehow on googledocs
Also - not to be a huge forum newbie, but - how do i code a spoiler block, cutting and pasting other people's blocks didn't work for me :/
[sbl0ck=this is text] textB [/sbl0ck] with the 2 zero's '0' substituted by 'o' gives this is textShow
textB
Also - not to be a huge forum newbie, but - how do i code a spoiler block, cutting and pasting other people's blocks didn't work for me :/[sbl0ck=this is text] textB [/sbl0ck] withthe 2 zeo's '0' substituted by 'o' givesthis is text
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I did not know that martial power (or the beastmaster ranger) was not available for DDI members. Edit: isn't in the character builder - which is available for DDI?
I sit corrected. You're absolutely right; it is in DDI. I didn't realize that they compile all of the source docs into one record. I offer my heart-felt apologies...I'll check my sources a little more thoroughly next time.
I sit corrected. You're absolutely right; it is in DDI. I didn't realize that they compile all of the source docs into one record. I offer my heart-felt apologies...I'll check my sources a little more thoroughly next time. :)
This is simply a first-rate entry across the board. The creature is funny and engaging, and the entry provides plenty of lore and background information to support the core concept. This is a good example of how to make a creative concept work with the rules, rather than against them. The formatting and presentation are top-notch, and both the required and optional elements are well-satisfied. Providing a sample encounter was a good touch, too. Absolutely excellent work all around.
I'm glad you liked it, tho I'm left with nothing to comment on (I never really expect a glowing review). Looking back at the comments you gave my last entry in XDMC#12 were very helpful in correcting the areas I was weak in. So thank you for the comments, again!
I'm glad you liked it, tho I'm left with nothing to comment on (I never really expect a glowing review). Looking back at the you gave my last entry in XDMC#12 were very helpful in correcting the areas I was weak in. So thank you for the comments
I must admit I had to smile reading this entry. The idea of a bunch of thieving "Dots" (remember the little jelly candies?) squishing around blasting stuff with elemental attacks while making little Nintendo "plopping" sounds just made me giggle. While the "Jelly" concept is nothing new, making color/element-based ones is very good. Even better is that each color is slightly different than the others, thus avoiding a "cookie cutter" mentality where just the attack methods change. I could see a DM throwing in random encounters with squibs in them as 3rd party interlopers, interfering in battles, etc. Stat blocks seem well-designed and balanced. My only concern is the number of temp hps that the squibs gain from an attack. I haven't seen many powers in 4e grant more than a handful of temp hps at any given time. The idea of dropping 15-20 temp hps after an attack seems a little unbalanced. An interesting twist on the idea would be to have the squib absorb the damage and "grow" to a new size. For example, for every time a blue squib absorbs 2x its max hps in cold, it grows to the next largest size with an additional 1/2 max hps. So it would go from tiny to small with 57 hps. Then if it took 114 hps in damage, it would go from small to medium and 85 hps. Something to think about. Core themes addressed and optionals as well. The thieving part is a little shaky, but workable. The rest are solid. Clarity was good with easy-to-read stat blocks. Grammar/spelling could use some work, but wasn't significantly distracting. More info on what kinds of alchemical reagents the squibs went after would be nice. Otherwise, a solid and entertaining entry.
Originally I intended to have them split after taking a certain amount of the appropriate elemental damage. But I decided it would be an unweildy thing to implement.
But, now that I give it consideration, it could simply spawn a level 1 minion, or even a trap, when it took 5 or more of the appropriate elemental damage. That would have been a real blast from the past.
Originally I intended to have them split after taking a certain amount of the appropriate elemental damage. But I decided it would be an unweildy thing to implement.But, now that I give it consideration, it could simply spawn a level 1 minion, or e
Nice, scores are up in record time! Also, woot woot! After the comments I figured I would do well but I'm surprised I got the gold. Grats to Veok and Pluisjen for the medals as well, well earned.
Nice, scores are up in record time! Also, woot woot! After the comments I figured I would do well but I'm surprised I got the gold. Grats to Veok and Pluisjen for the medals as well, well earned.
I sent you an invite to the XDMC Judges' Group. If you don't want to join, let me know here or in PM. Then I can start the planning for XDMC 16.
Pluisjen,I sent you an invite to the XDMC Judges' Group. If you don't want to join, let me know here or in PM. Then I can start the planning for XDMC 16.
Since the scores are now in, I really was wondering (as it affects my future entries in the XDMC)
In the wiki I read "Creativity measures the originality of a particular submission or how well it takes an existing idea and converts it into game terms."
How is the last part to be interpreted?
Since the scores are now in, I really was wondering (as it affects my future entries in the XDMC)In the wiki I read "Creativity measures the originality of a particular submission or how well it takes an existing idea and converts it into game terms.
Since the scores are now in, I really was wondering (as it affects my future entries in the XDMC)
In the wiki I read "Creativity measures the originality of a particular submission or how well it takes an existing idea and converts it into game terms."
How is the last part to be interpreted?
To be honest, the answer to that question is going to vary from one judge to the next. When an entry draws from an existing concept, I tend to look at the first two bullet points under Creativity:
Has the concept been previously seen in popular culture or in a published gaming product?
Does the entry provide a new twist to or thoughtful parody of a common trope?
Personally, I'm going to tend to give a higher Creativity score to an entry that puts a new spin on an existing concept, cleverly lampoons cliches or tropes, or converts unexpected (i.e. non-fantasy) material into D&D mechanics than to an entry that effectively translates an existing concept to 4e more or less verbatim. Again, interpretation of the rules is very subjective, but that's my take.
To be honest, the answer to that question is going to vary from one judge to the next. When an entry draws from an existing concept, I tend to look at the first two bullet points under Creativity: Has the concept been previously seen in popular cu
I think it is incumbent on someone who is consciously making a homage to make it clear in the entry that this is a homage.
Here's an example.
In the Hero Craftsman contest, I made a D&D character based on Sarah Connor from the Terminator franchise. It was clearly homage, but I didn't depend on judges to get the references -- even though I named the character Saralinda Hamilton Connor (the actress Linda Hamilton played Sarah Connor in the movies). Rather, I said right at the end of entry that this character was based on the Sarah Connor from the Terminator movies.
Some of the judges commented that they thought I was ripping off Sarah Connor until they saw my note at the end and saw that it was intentional. Had I not put in that note, I might have lost creativity points. And I would have nobody to blame but myself. It's my entry -- so it's my burden to make myself clear.
It's a fine line betwixt plagiarism and homage. Don't assume your intent is going to be clear. In all my entries in contests on this board, I usually include a section called "Designer's Notes" where I explain what I'm trying to accomplish. If you think you wrongfully lost points on Creativity, just assume those are points you should have lost on Clarity.
I think it is incumbent on someone who is consciously making a homage to make it clear in the entry that this is a homage. Here's an example.In the Hero Craftsman contest, I made a D&D character based on Sarah Connor from the Terminator franchise.
In my experience lurking these contests since the earlier MDMC days entries that try to pay homage to another work put the onus on themselves to make sure their entry fits very well to both the original source and within the contest parameters to do well.
The KISS principle is at play here. Entries that try to use 5 or more of the optional elements, that are huge in scope, or that shoot for a unique angle often suffer when they try to shoehorn their creation into the optional elements of the contest.
My advice to you, as someone who has created (if not submitted) something for most of these competitions the past two years or more, is to be your harshest critic and really objectively decide if it's a good fit or not before you finish it. More often than not the inspiration I get from these competitions goes in a completely different direction than the contest and I simply indulge my idea and don't enter - my preference - or I start work on a new idea. It's no fault against you if missed the mark, learn from the experience and keep on shooting and you'll hit on a winner again.
That's my two cents at least.
In my experience lurking these contests since the earlier MDMC days entries that try to pay homage to another work put the onus on themselves to make sure their entry fits very well to both the original source and within the contest parameters to do
Personally, I don't care much for "parodies" of existing concepts, characters or the like. Most of the time, the concept doesn't really fit in with my tightly-wound perception of what a "fantasy role-playing game" should be like. Hey, that's just me; gamer for almost 30 years. I'm old-school and somewhat inflexible in my perceptions.
[putting on the judge's hat]
As an "impartial" judge, I have to look at stuff based on its merit and not my personal opinions about it. As such, I won't judge a parody or copy of something harshly purely because it's a parody or a copy. I'd judge it based on how well it strives to achieve its goal as a useful inclusion into the game.
Following Wrecan's example, if one were to attempt to build THE Terminator (T-101) in game terms, I'd look to see how well the creature fits the persona put forth in the movie. Is it ridiculously tough, but still killable? Are its weapons well-approximated within the framework of the game? Does it have a plausible backstory for its existance? Etc.
The creativity of the entry would initially take a hit for not being "original"; meaning that you're simply copying an existing idea. However, if the idea were uniquely presented in the game format and done well, then creativity would go up. Taking a a bullette and making it fly would get relatively low marks because you're taking something that's already in the game and just spinning it a different way. Taking the T-101 and turning it into a flavor of golem or something would get high marks; you're copying an idea, but using it completely out of context, and that takes creativity.
[taking off my judge's hat]Personally, I don't care much for "parodies" of existing concepts, characters or the like. Most of the time, the concept doesn't really fit in with my tightly-wound perception of what a "fantasy role-playing game" should
It's a fine line betwixt plagiarism and homage. Don't assume your intent is going to be clear.
well, I did make multiple references to Baldurs Gate, Minsc and Boo; but perhaps the line between homage & 'lack of idea' wasn't clear.
More often than not the inspiration I get from these competitions goes in a completely different direction than the contest
thinking back, it indeed went that way (ref to the optional elements). However; in the end, I'dd personally rather submit my works (even if it missed the mark) then just throw it away (well, put it somewhere and probably don't look at it anymore).
Taking a a bullette and making it fly would get relatively low marks because you're taking something that's already in the game and just spinning it a different way. Taking the T-101 and turning it into a flavor of golem or something would get high marks; you're copying an idea, but using it completely out of context, and that takes creativity.
thanks for the advice.
thanks for the replieswell, I did make multiple references to Baldurs Gate, Minsc and Boo; but perhaps the line between homage & 'lack of idea' wasn't clear.thinking back, it indeed went that way (ref to the optional elements). However; in the end, I
More often than not the inspiration I get from these competitions goes in a completely different direction than the contest
thinking back, it indeed went that way (ref to the optional elements). However; in the end, I'dd personally rather submit my works (even if it missed the mark) then just throw it away (well, put it somewhere and probably don't look at it anymore).
It's a personal choice. I use only about half the stuff I create for a contest, but if I'm inspired and go off on a tangent I end up using the material in my games almost all the time. As I prefer to create things I'll use, I have no qualms about going off on that tangent and disregarding the competition. I understand if you feel differently.
thinking back, it indeed went that way (ref to the optional elements). However; in the end, I'dd personally rather submit my works (even if it missed the mark) then just throw it away (well, put it somewhere and probably don't look at it anymore).It'
It's a personal choice. I use only about half the stuff I create for a contest, but if I'm inspired and go off on a tangent I end up using the material in my games almost all the time. As I prefer to create things I'll use, I have no qualms about going off on that tangent and disregarding the competition. I understand if you feel differently.
I took a couple of creative writing classes a while back and I learned two ridiculously useful concepts that I actually like to apply to regular life as well as writing:
When brainstorming a new idea, don't "censor" yourself. If you think of it, write it down, no matter how bizarre or off-topic it might seem at the time.
NEVER throw anything you've written away. You never know when you might use it later.
#1 is a great idea because if folks like DaVinci, Newton, Pasteur, etc. had pitched an idea because it was "way out there" or "completely fantastic", we might not have had many of the innovations that make life what it is today.
#2 also helps because even if you don't use something as you have it written, it might serve as the inspriation for some creativity that gets you where you want to go.
I took a couple of creative writing classes a while back and I learned two ridiculously useful concepts that I actually like to apply to regular life as well as writing:When brainstorming a new idea, don't "censor" yourself. If you think of it, wri
FYI: After sending a broadcast and PMs to all 18 of the judges, I have gotten only five responses. Three "no" and two "maybe". I'm not sure how to go forward. Maybe the XDMCs need a short hiatus. If any judges haven't responded, please send me a PM and let me know your availability.
FYI: After sending a broadcast and PMs to all 18 of the judges, I have gotten only five responses. Three "no" and two "maybe". I'm not sure how to go forward. Maybe the XDMCs need a short hiatus. If any judges haven't responded, please send
Or maybe being less restrictive about the people who can judge? - I mean, you're punishing* the winners by making them not able to enter the next competition. After all judging something is not the same as entering something.
Either way, if you need people, even though I'm not a gold medal winner, I would be happy to judge one or more competitions. With 12 entries in this competition, I don't think a hiatus is needed - contestent wise.
(*: obviously hyperbole)
Or maybe being less restrictive about the people who can judge? - I mean, you're punishing* the winners by making them not able to enter the next competition. After all judging something is not the same as entering something.Either way, if you need p
I thought it was a tentative yes. But we're starting to get responses, so I think we're good.
And, yeah, it does take some winners out of entry, but it makes room for more competitors to have a shot!
I thought it was a tentative yes. But we're starting to get responses, so I think we're good.And, yeah, it does take some winners out of entry, but it makes room for more competitors to have a shot!